babylon.module.d.ts 5.3 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /** Gets or sets current position (in local space) */
  13660. position: Vector3;
  13661. /** Gets or sets current rotation (in local space) */
  13662. rotation: Vector3;
  13663. /** Gets or sets current rotation quaternion (in local space) */
  13664. rotationQuaternion: Quaternion;
  13665. /** Gets or sets current scaling (in local space) */
  13666. scaling: Vector3;
  13667. /**
  13668. * Gets the animation properties override
  13669. */
  13670. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13671. private _decompose;
  13672. private _compose;
  13673. /**
  13674. * Update the base and local matrices
  13675. * @param matrix defines the new base or local matrix
  13676. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13677. * @param updateLocalMatrix defines if the local matrix should be updated
  13678. */
  13679. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13680. /** @hidden */
  13681. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13682. /**
  13683. * Flag the bone as dirty (Forcing it to update everything)
  13684. */
  13685. markAsDirty(): void;
  13686. /** @hidden */
  13687. _markAsDirtyAndCompose(): void;
  13688. private _markAsDirtyAndDecompose;
  13689. /**
  13690. * Translate the bone in local or world space
  13691. * @param vec The amount to translate the bone
  13692. * @param space The space that the translation is in
  13693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13694. */
  13695. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13696. /**
  13697. * Set the postion of the bone in local or world space
  13698. * @param position The position to set the bone
  13699. * @param space The space that the position is in
  13700. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13701. */
  13702. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13703. /**
  13704. * Set the absolute position of the bone (world space)
  13705. * @param position The position to set the bone
  13706. * @param mesh The mesh that this bone is attached to
  13707. */
  13708. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13709. /**
  13710. * Scale the bone on the x, y and z axes (in local space)
  13711. * @param x The amount to scale the bone on the x axis
  13712. * @param y The amount to scale the bone on the y axis
  13713. * @param z The amount to scale the bone on the z axis
  13714. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13715. */
  13716. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13717. /**
  13718. * Set the bone scaling in local space
  13719. * @param scale defines the scaling vector
  13720. */
  13721. setScale(scale: Vector3): void;
  13722. /**
  13723. * Gets the current scaling in local space
  13724. * @returns the current scaling vector
  13725. */
  13726. getScale(): Vector3;
  13727. /**
  13728. * Gets the current scaling in local space and stores it in a target vector
  13729. * @param result defines the target vector
  13730. */
  13731. getScaleToRef(result: Vector3): void;
  13732. /**
  13733. * Set the yaw, pitch, and roll of the bone in local or world space
  13734. * @param yaw The rotation of the bone on the y axis
  13735. * @param pitch The rotation of the bone on the x axis
  13736. * @param roll The rotation of the bone on the z axis
  13737. * @param space The space that the axes of rotation are in
  13738. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13739. */
  13740. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13741. /**
  13742. * Add a rotation to the bone on an axis in local or world space
  13743. * @param axis The axis to rotate the bone on
  13744. * @param amount The amount to rotate the bone
  13745. * @param space The space that the axis is in
  13746. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13747. */
  13748. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13749. /**
  13750. * Set the rotation of the bone to a particular axis angle in local or world space
  13751. * @param axis The axis to rotate the bone on
  13752. * @param angle The angle that the bone should be rotated to
  13753. * @param space The space that the axis is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the euler rotation of the bone in local of world space
  13759. * @param rotation The euler rotation that the bone should be set to
  13760. * @param space The space that the rotation is in
  13761. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13762. */
  13763. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13764. /**
  13765. * Set the quaternion rotation of the bone in local of world space
  13766. * @param quat The quaternion rotation that the bone should be set to
  13767. * @param space The space that the rotation is in
  13768. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13769. */
  13770. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13771. /**
  13772. * Set the rotation matrix of the bone in local of world space
  13773. * @param rotMat The rotation matrix that the bone should be set to
  13774. * @param space The space that the rotation is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13778. private _rotateWithMatrix;
  13779. private _getNegativeRotationToRef;
  13780. /**
  13781. * Get the position of the bone in local or world space
  13782. * @param space The space that the returned position is in
  13783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13784. * @returns The position of the bone
  13785. */
  13786. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13787. /**
  13788. * Copy the position of the bone to a vector3 in local or world space
  13789. * @param space The space that the returned position is in
  13790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13791. * @param result The vector3 to copy the position to
  13792. */
  13793. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13794. /**
  13795. * Get the absolute position of the bone (world space)
  13796. * @param mesh The mesh that this bone is attached to
  13797. * @returns The absolute position of the bone
  13798. */
  13799. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13800. /**
  13801. * Copy the absolute position of the bone (world space) to the result param
  13802. * @param mesh The mesh that this bone is attached to
  13803. * @param result The vector3 to copy the absolute position to
  13804. */
  13805. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13806. /**
  13807. * Compute the absolute transforms of this bone and its children
  13808. */
  13809. computeAbsoluteTransforms(): void;
  13810. /**
  13811. * Get the world direction from an axis that is in the local space of the bone
  13812. * @param localAxis The local direction that is used to compute the world direction
  13813. * @param mesh The mesh that this bone is attached to
  13814. * @returns The world direction
  13815. */
  13816. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13817. /**
  13818. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13819. * @param localAxis The local direction that is used to compute the world direction
  13820. * @param mesh The mesh that this bone is attached to
  13821. * @param result The vector3 that the world direction will be copied to
  13822. */
  13823. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13824. /**
  13825. * Get the euler rotation of the bone in local or world space
  13826. * @param space The space that the rotation should be in
  13827. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13828. * @returns The euler rotation
  13829. */
  13830. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13831. /**
  13832. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13833. * @param space The space that the rotation should be in
  13834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13835. * @param result The vector3 that the rotation should be copied to
  13836. */
  13837. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13838. /**
  13839. * Get the quaternion rotation of the bone in either local or world space
  13840. * @param space The space that the rotation should be in
  13841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13842. * @returns The quaternion rotation
  13843. */
  13844. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13845. /**
  13846. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @param result The quaternion that the rotation should be copied to
  13850. */
  13851. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13852. /**
  13853. * Get the rotation matrix of the bone in local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @returns The rotation matrix
  13857. */
  13858. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13859. /**
  13860. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @param result The quaternion that the rotation should be copied to
  13864. */
  13865. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13866. /**
  13867. * Get the world position of a point that is in the local space of the bone
  13868. * @param position The local position
  13869. * @param mesh The mesh that this bone is attached to
  13870. * @returns The world position
  13871. */
  13872. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13873. /**
  13874. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13875. * @param position The local position
  13876. * @param mesh The mesh that this bone is attached to
  13877. * @param result The vector3 that the world position should be copied to
  13878. */
  13879. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13880. /**
  13881. * Get the local position of a point that is in world space
  13882. * @param position The world position
  13883. * @param mesh The mesh that this bone is attached to
  13884. * @returns The local position
  13885. */
  13886. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13887. /**
  13888. * Get the local position of a point that is in world space and copy it to the result param
  13889. * @param position The world position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @param result The vector3 that the local position should be copied to
  13892. */
  13893. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13894. }
  13895. }
  13896. declare module "babylonjs/Meshes/transformNode" {
  13897. import { DeepImmutable } from "babylonjs/types";
  13898. import { Observable } from "babylonjs/Misc/observable";
  13899. import { Nullable } from "babylonjs/types";
  13900. import { Camera } from "babylonjs/Cameras/camera";
  13901. import { Scene } from "babylonjs/scene";
  13902. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13903. import { Node } from "babylonjs/node";
  13904. import { Bone } from "babylonjs/Bones/bone";
  13905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13906. import { Space } from "babylonjs/Maths/math.axis";
  13907. /**
  13908. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13909. * @see https://doc.babylonjs.com/how_to/transformnode
  13910. */
  13911. export class TransformNode extends Node {
  13912. /**
  13913. * Object will not rotate to face the camera
  13914. */
  13915. static BILLBOARDMODE_NONE: number;
  13916. /**
  13917. * Object will rotate to face the camera but only on the x axis
  13918. */
  13919. static BILLBOARDMODE_X: number;
  13920. /**
  13921. * Object will rotate to face the camera but only on the y axis
  13922. */
  13923. static BILLBOARDMODE_Y: number;
  13924. /**
  13925. * Object will rotate to face the camera but only on the z axis
  13926. */
  13927. static BILLBOARDMODE_Z: number;
  13928. /**
  13929. * Object will rotate to face the camera
  13930. */
  13931. static BILLBOARDMODE_ALL: number;
  13932. private _forward;
  13933. private _forwardInverted;
  13934. private _up;
  13935. private _right;
  13936. private _rightInverted;
  13937. private _position;
  13938. private _rotation;
  13939. private _rotationQuaternion;
  13940. protected _scaling: Vector3;
  13941. protected _isDirty: boolean;
  13942. private _transformToBoneReferal;
  13943. private _billboardMode;
  13944. /**
  13945. * Gets or sets the billboard mode. Default is 0.
  13946. *
  13947. * | Value | Type | Description |
  13948. * | --- | --- | --- |
  13949. * | 0 | BILLBOARDMODE_NONE | |
  13950. * | 1 | BILLBOARDMODE_X | |
  13951. * | 2 | BILLBOARDMODE_Y | |
  13952. * | 4 | BILLBOARDMODE_Z | |
  13953. * | 7 | BILLBOARDMODE_ALL | |
  13954. *
  13955. */
  13956. billboardMode: number;
  13957. private _preserveParentRotationForBillboard;
  13958. /**
  13959. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13960. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13961. */
  13962. preserveParentRotationForBillboard: boolean;
  13963. /**
  13964. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  13965. */
  13966. scalingDeterminant: number;
  13967. private _infiniteDistance;
  13968. /**
  13969. * Gets or sets the distance of the object to max, often used by skybox
  13970. */
  13971. infiniteDistance: boolean;
  13972. /**
  13973. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13974. * By default the system will update normals to compensate
  13975. */
  13976. ignoreNonUniformScaling: boolean;
  13977. /**
  13978. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  13979. */
  13980. reIntegrateRotationIntoRotationQuaternion: boolean;
  13981. /** @hidden */
  13982. _poseMatrix: Nullable<Matrix>;
  13983. /** @hidden */
  13984. _localMatrix: Matrix;
  13985. private _usePivotMatrix;
  13986. private _absolutePosition;
  13987. private _pivotMatrix;
  13988. private _pivotMatrixInverse;
  13989. protected _postMultiplyPivotMatrix: boolean;
  13990. protected _isWorldMatrixFrozen: boolean;
  13991. /** @hidden */
  13992. _indexInSceneTransformNodesArray: number;
  13993. /**
  13994. * An event triggered after the world matrix is updated
  13995. */
  13996. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  13997. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  13998. /**
  13999. * Gets a string identifying the name of the class
  14000. * @returns "TransformNode" string
  14001. */
  14002. getClassName(): string;
  14003. /**
  14004. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14005. */
  14006. position: Vector3;
  14007. /**
  14008. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14009. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14010. */
  14011. rotation: Vector3;
  14012. /**
  14013. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14014. */
  14015. scaling: Vector3;
  14016. /**
  14017. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14018. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14019. */
  14020. rotationQuaternion: Nullable<Quaternion>;
  14021. /**
  14022. * The forward direction of that transform in world space.
  14023. */
  14024. readonly forward: Vector3;
  14025. /**
  14026. * The up direction of that transform in world space.
  14027. */
  14028. readonly up: Vector3;
  14029. /**
  14030. * The right direction of that transform in world space.
  14031. */
  14032. readonly right: Vector3;
  14033. /**
  14034. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14035. * @param matrix the matrix to copy the pose from
  14036. * @returns this TransformNode.
  14037. */
  14038. updatePoseMatrix(matrix: Matrix): TransformNode;
  14039. /**
  14040. * Returns the mesh Pose matrix.
  14041. * @returns the pose matrix
  14042. */
  14043. getPoseMatrix(): Matrix;
  14044. /** @hidden */
  14045. _isSynchronized(): boolean;
  14046. /** @hidden */
  14047. _initCache(): void;
  14048. /**
  14049. * Flag the transform node as dirty (Forcing it to update everything)
  14050. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14051. * @returns this transform node
  14052. */
  14053. markAsDirty(property: string): TransformNode;
  14054. /**
  14055. * Returns the current mesh absolute position.
  14056. * Returns a Vector3.
  14057. */
  14058. readonly absolutePosition: Vector3;
  14059. /**
  14060. * Sets a new matrix to apply before all other transformation
  14061. * @param matrix defines the transform matrix
  14062. * @returns the current TransformNode
  14063. */
  14064. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14065. /**
  14066. * Sets a new pivot matrix to the current node
  14067. * @param matrix defines the new pivot matrix to use
  14068. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14069. * @returns the current TransformNode
  14070. */
  14071. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14072. /**
  14073. * Returns the mesh pivot matrix.
  14074. * Default : Identity.
  14075. * @returns the matrix
  14076. */
  14077. getPivotMatrix(): Matrix;
  14078. /**
  14079. * Prevents the World matrix to be computed any longer.
  14080. * @returns the TransformNode.
  14081. */
  14082. freezeWorldMatrix(): TransformNode;
  14083. /**
  14084. * Allows back the World matrix computation.
  14085. * @returns the TransformNode.
  14086. */
  14087. unfreezeWorldMatrix(): this;
  14088. /**
  14089. * True if the World matrix has been frozen.
  14090. */
  14091. readonly isWorldMatrixFrozen: boolean;
  14092. /**
  14093. * Retuns the mesh absolute position in the World.
  14094. * @returns a Vector3.
  14095. */
  14096. getAbsolutePosition(): Vector3;
  14097. /**
  14098. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14099. * @param absolutePosition the absolute position to set
  14100. * @returns the TransformNode.
  14101. */
  14102. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14103. /**
  14104. * Sets the mesh position in its local space.
  14105. * @param vector3 the position to set in localspace
  14106. * @returns the TransformNode.
  14107. */
  14108. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14109. /**
  14110. * Returns the mesh position in the local space from the current World matrix values.
  14111. * @returns a new Vector3.
  14112. */
  14113. getPositionExpressedInLocalSpace(): Vector3;
  14114. /**
  14115. * Translates the mesh along the passed Vector3 in its local space.
  14116. * @param vector3 the distance to translate in localspace
  14117. * @returns the TransformNode.
  14118. */
  14119. locallyTranslate(vector3: Vector3): TransformNode;
  14120. private static _lookAtVectorCache;
  14121. /**
  14122. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14123. * @param targetPoint the position (must be in same space as current mesh) to look at
  14124. * @param yawCor optional yaw (y-axis) correction in radians
  14125. * @param pitchCor optional pitch (x-axis) correction in radians
  14126. * @param rollCor optional roll (z-axis) correction in radians
  14127. * @param space the choosen space of the target
  14128. * @returns the TransformNode.
  14129. */
  14130. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14131. /**
  14132. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14133. * This Vector3 is expressed in the World space.
  14134. * @param localAxis axis to rotate
  14135. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14136. */
  14137. getDirection(localAxis: Vector3): Vector3;
  14138. /**
  14139. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14140. * localAxis is expressed in the mesh local space.
  14141. * result is computed in the Wordl space from the mesh World matrix.
  14142. * @param localAxis axis to rotate
  14143. * @param result the resulting transformnode
  14144. * @returns this TransformNode.
  14145. */
  14146. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14147. /**
  14148. * Sets this transform node rotation to the given local axis.
  14149. * @param localAxis the axis in local space
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @returns this TransformNode
  14154. */
  14155. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14156. /**
  14157. * Sets a new pivot point to the current node
  14158. * @param point defines the new pivot point to use
  14159. * @param space defines if the point is in world or local space (local by default)
  14160. * @returns the current TransformNode
  14161. */
  14162. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14163. /**
  14164. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14165. * @returns the pivot point
  14166. */
  14167. getPivotPoint(): Vector3;
  14168. /**
  14169. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14170. * @param result the vector3 to store the result
  14171. * @returns this TransformNode.
  14172. */
  14173. getPivotPointToRef(result: Vector3): TransformNode;
  14174. /**
  14175. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14176. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14177. */
  14178. getAbsolutePivotPoint(): Vector3;
  14179. /**
  14180. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14181. * @param result vector3 to store the result
  14182. * @returns this TransformNode.
  14183. */
  14184. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14185. /**
  14186. * Defines the passed node as the parent of the current node.
  14187. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14188. * @see https://doc.babylonjs.com/how_to/parenting
  14189. * @param node the node ot set as the parent
  14190. * @returns this TransformNode.
  14191. */
  14192. setParent(node: Nullable<Node>): TransformNode;
  14193. private _nonUniformScaling;
  14194. /**
  14195. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14196. */
  14197. readonly nonUniformScaling: boolean;
  14198. /** @hidden */
  14199. _updateNonUniformScalingState(value: boolean): boolean;
  14200. /**
  14201. * Attach the current TransformNode to another TransformNode associated with a bone
  14202. * @param bone Bone affecting the TransformNode
  14203. * @param affectedTransformNode TransformNode associated with the bone
  14204. * @returns this object
  14205. */
  14206. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14207. /**
  14208. * Detach the transform node if its associated with a bone
  14209. * @returns this object
  14210. */
  14211. detachFromBone(): TransformNode;
  14212. private static _rotationAxisCache;
  14213. /**
  14214. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14215. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14216. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14217. * The passed axis is also normalized.
  14218. * @param axis the axis to rotate around
  14219. * @param amount the amount to rotate in radians
  14220. * @param space Space to rotate in (Default: local)
  14221. * @returns the TransformNode.
  14222. */
  14223. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14224. /**
  14225. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14226. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14227. * The passed axis is also normalized. .
  14228. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14229. * @param point the point to rotate around
  14230. * @param axis the axis to rotate around
  14231. * @param amount the amount to rotate in radians
  14232. * @returns the TransformNode
  14233. */
  14234. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14235. /**
  14236. * Translates the mesh along the axis vector for the passed distance in the given space.
  14237. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14238. * @param axis the axis to translate in
  14239. * @param distance the distance to translate
  14240. * @param space Space to rotate in (Default: local)
  14241. * @returns the TransformNode.
  14242. */
  14243. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14244. /**
  14245. * Adds a rotation step to the mesh current rotation.
  14246. * x, y, z are Euler angles expressed in radians.
  14247. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14248. * This means this rotation is made in the mesh local space only.
  14249. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14250. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14251. * ```javascript
  14252. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14253. * ```
  14254. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14255. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14256. * @param x Rotation to add
  14257. * @param y Rotation to add
  14258. * @param z Rotation to add
  14259. * @returns the TransformNode.
  14260. */
  14261. addRotation(x: number, y: number, z: number): TransformNode;
  14262. /**
  14263. * @hidden
  14264. */
  14265. protected _getEffectiveParent(): Nullable<Node>;
  14266. /**
  14267. * Computes the world matrix of the node
  14268. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14269. * @returns the world matrix
  14270. */
  14271. computeWorldMatrix(force?: boolean): Matrix;
  14272. protected _afterComputeWorldMatrix(): void;
  14273. /**
  14274. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14275. * @param func callback function to add
  14276. *
  14277. * @returns the TransformNode.
  14278. */
  14279. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14280. /**
  14281. * Removes a registered callback function.
  14282. * @param func callback function to remove
  14283. * @returns the TransformNode.
  14284. */
  14285. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14286. /**
  14287. * Gets the position of the current mesh in camera space
  14288. * @param camera defines the camera to use
  14289. * @returns a position
  14290. */
  14291. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14292. /**
  14293. * Returns the distance from the mesh to the active camera
  14294. * @param camera defines the camera to use
  14295. * @returns the distance
  14296. */
  14297. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14298. /**
  14299. * Clone the current transform node
  14300. * @param name Name of the new clone
  14301. * @param newParent New parent for the clone
  14302. * @param doNotCloneChildren Do not clone children hierarchy
  14303. * @returns the new transform node
  14304. */
  14305. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14306. /**
  14307. * Serializes the objects information.
  14308. * @param currentSerializationObject defines the object to serialize in
  14309. * @returns the serialized object
  14310. */
  14311. serialize(currentSerializationObject?: any): any;
  14312. /**
  14313. * Returns a new TransformNode object parsed from the source provided.
  14314. * @param parsedTransformNode is the source.
  14315. * @param scene the scne the object belongs to
  14316. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14317. * @returns a new TransformNode object parsed from the source provided.
  14318. */
  14319. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14320. /**
  14321. * Get all child-transformNodes of this node
  14322. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14323. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14324. * @returns an array of TransformNode
  14325. */
  14326. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14327. /**
  14328. * Releases resources associated with this transform node.
  14329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14331. */
  14332. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14333. /**
  14334. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14335. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14336. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14337. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14338. * @returns the current mesh
  14339. */
  14340. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14341. }
  14342. }
  14343. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14344. import { Observable } from "babylonjs/Misc/observable";
  14345. import { Nullable } from "babylonjs/types";
  14346. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14347. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14349. import { Ray } from "babylonjs/Culling/ray";
  14350. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14351. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14352. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14353. /**
  14354. * Defines the types of pose enabled controllers that are supported
  14355. */
  14356. export enum PoseEnabledControllerType {
  14357. /**
  14358. * HTC Vive
  14359. */
  14360. VIVE = 0,
  14361. /**
  14362. * Oculus Rift
  14363. */
  14364. OCULUS = 1,
  14365. /**
  14366. * Windows mixed reality
  14367. */
  14368. WINDOWS = 2,
  14369. /**
  14370. * Samsung gear VR
  14371. */
  14372. GEAR_VR = 3,
  14373. /**
  14374. * Google Daydream
  14375. */
  14376. DAYDREAM = 4,
  14377. /**
  14378. * Generic
  14379. */
  14380. GENERIC = 5
  14381. }
  14382. /**
  14383. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14384. */
  14385. export interface MutableGamepadButton {
  14386. /**
  14387. * Value of the button/trigger
  14388. */
  14389. value: number;
  14390. /**
  14391. * If the button/trigger is currently touched
  14392. */
  14393. touched: boolean;
  14394. /**
  14395. * If the button/trigger is currently pressed
  14396. */
  14397. pressed: boolean;
  14398. }
  14399. /**
  14400. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14401. * @hidden
  14402. */
  14403. export interface ExtendedGamepadButton extends GamepadButton {
  14404. /**
  14405. * If the button/trigger is currently pressed
  14406. */
  14407. readonly pressed: boolean;
  14408. /**
  14409. * If the button/trigger is currently touched
  14410. */
  14411. readonly touched: boolean;
  14412. /**
  14413. * Value of the button/trigger
  14414. */
  14415. readonly value: number;
  14416. }
  14417. /** @hidden */
  14418. export interface _GamePadFactory {
  14419. /**
  14420. * Returns wether or not the current gamepad can be created for this type of controller.
  14421. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14422. * @returns true if it can be created, otherwise false
  14423. */
  14424. canCreate(gamepadInfo: any): boolean;
  14425. /**
  14426. * Creates a new instance of the Gamepad.
  14427. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14428. * @returns the new gamepad instance
  14429. */
  14430. create(gamepadInfo: any): Gamepad;
  14431. }
  14432. /**
  14433. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14434. */
  14435. export class PoseEnabledControllerHelper {
  14436. /** @hidden */
  14437. static _ControllerFactories: _GamePadFactory[];
  14438. /** @hidden */
  14439. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14440. /**
  14441. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14442. * @param vrGamepad the gamepad to initialized
  14443. * @returns a vr controller of the type the gamepad identified as
  14444. */
  14445. static InitiateController(vrGamepad: any): Gamepad;
  14446. }
  14447. /**
  14448. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14449. */
  14450. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14451. /**
  14452. * If the controller is used in a webXR session
  14453. */
  14454. isXR: boolean;
  14455. private _deviceRoomPosition;
  14456. private _deviceRoomRotationQuaternion;
  14457. /**
  14458. * The device position in babylon space
  14459. */
  14460. devicePosition: Vector3;
  14461. /**
  14462. * The device rotation in babylon space
  14463. */
  14464. deviceRotationQuaternion: Quaternion;
  14465. /**
  14466. * The scale factor of the device in babylon space
  14467. */
  14468. deviceScaleFactor: number;
  14469. /**
  14470. * (Likely devicePosition should be used instead) The device position in its room space
  14471. */
  14472. position: Vector3;
  14473. /**
  14474. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14475. */
  14476. rotationQuaternion: Quaternion;
  14477. /**
  14478. * The type of controller (Eg. Windows mixed reality)
  14479. */
  14480. controllerType: PoseEnabledControllerType;
  14481. protected _calculatedPosition: Vector3;
  14482. private _calculatedRotation;
  14483. /**
  14484. * The raw pose from the device
  14485. */
  14486. rawPose: DevicePose;
  14487. private _trackPosition;
  14488. private _maxRotationDistFromHeadset;
  14489. private _draggedRoomRotation;
  14490. /**
  14491. * @hidden
  14492. */
  14493. _disableTrackPosition(fixedPosition: Vector3): void;
  14494. /**
  14495. * Internal, the mesh attached to the controller
  14496. * @hidden
  14497. */
  14498. _mesh: Nullable<AbstractMesh>;
  14499. private _poseControlledCamera;
  14500. private _leftHandSystemQuaternion;
  14501. /**
  14502. * Internal, matrix used to convert room space to babylon space
  14503. * @hidden
  14504. */
  14505. _deviceToWorld: Matrix;
  14506. /**
  14507. * Node to be used when casting a ray from the controller
  14508. * @hidden
  14509. */
  14510. _pointingPoseNode: Nullable<TransformNode>;
  14511. /**
  14512. * Name of the child mesh that can be used to cast a ray from the controller
  14513. */
  14514. static readonly POINTING_POSE: string;
  14515. /**
  14516. * Creates a new PoseEnabledController from a gamepad
  14517. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14518. */
  14519. constructor(browserGamepad: any);
  14520. private _workingMatrix;
  14521. /**
  14522. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14523. */
  14524. update(): void;
  14525. /**
  14526. * Updates only the pose device and mesh without doing any button event checking
  14527. */
  14528. protected _updatePoseAndMesh(): void;
  14529. /**
  14530. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14531. * @param poseData raw pose fromthe device
  14532. */
  14533. updateFromDevice(poseData: DevicePose): void;
  14534. /**
  14535. * @hidden
  14536. */
  14537. _meshAttachedObservable: Observable<AbstractMesh>;
  14538. /**
  14539. * Attaches a mesh to the controller
  14540. * @param mesh the mesh to be attached
  14541. */
  14542. attachToMesh(mesh: AbstractMesh): void;
  14543. /**
  14544. * Attaches the controllers mesh to a camera
  14545. * @param camera the camera the mesh should be attached to
  14546. */
  14547. attachToPoseControlledCamera(camera: TargetCamera): void;
  14548. /**
  14549. * Disposes of the controller
  14550. */
  14551. dispose(): void;
  14552. /**
  14553. * The mesh that is attached to the controller
  14554. */
  14555. readonly mesh: Nullable<AbstractMesh>;
  14556. /**
  14557. * Gets the ray of the controller in the direction the controller is pointing
  14558. * @param length the length the resulting ray should be
  14559. * @returns a ray in the direction the controller is pointing
  14560. */
  14561. getForwardRay(length?: number): Ray;
  14562. }
  14563. }
  14564. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14565. import { Observable } from "babylonjs/Misc/observable";
  14566. import { Scene } from "babylonjs/scene";
  14567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14568. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14569. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14570. /**
  14571. * Defines the WebVRController object that represents controllers tracked in 3D space
  14572. */
  14573. export abstract class WebVRController extends PoseEnabledController {
  14574. /**
  14575. * Internal, the default controller model for the controller
  14576. */
  14577. protected _defaultModel: AbstractMesh;
  14578. /**
  14579. * Fired when the trigger state has changed
  14580. */
  14581. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14582. /**
  14583. * Fired when the main button state has changed
  14584. */
  14585. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14586. /**
  14587. * Fired when the secondary button state has changed
  14588. */
  14589. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14590. /**
  14591. * Fired when the pad state has changed
  14592. */
  14593. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14594. /**
  14595. * Fired when controllers stick values have changed
  14596. */
  14597. onPadValuesChangedObservable: Observable<StickValues>;
  14598. /**
  14599. * Array of button availible on the controller
  14600. */
  14601. protected _buttons: Array<MutableGamepadButton>;
  14602. private _onButtonStateChange;
  14603. /**
  14604. * Fired when a controller button's state has changed
  14605. * @param callback the callback containing the button that was modified
  14606. */
  14607. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14608. /**
  14609. * X and Y axis corresponding to the controllers joystick
  14610. */
  14611. pad: StickValues;
  14612. /**
  14613. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14614. */
  14615. hand: string;
  14616. /**
  14617. * The default controller model for the controller
  14618. */
  14619. readonly defaultModel: AbstractMesh;
  14620. /**
  14621. * Creates a new WebVRController from a gamepad
  14622. * @param vrGamepad the gamepad that the WebVRController should be created from
  14623. */
  14624. constructor(vrGamepad: any);
  14625. /**
  14626. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14627. */
  14628. update(): void;
  14629. /**
  14630. * Function to be called when a button is modified
  14631. */
  14632. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14633. /**
  14634. * Loads a mesh and attaches it to the controller
  14635. * @param scene the scene the mesh should be added to
  14636. * @param meshLoaded callback for when the mesh has been loaded
  14637. */
  14638. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14639. private _setButtonValue;
  14640. private _changes;
  14641. private _checkChanges;
  14642. /**
  14643. * Disposes of th webVRCOntroller
  14644. */
  14645. dispose(): void;
  14646. }
  14647. }
  14648. declare module "babylonjs/Lights/hemisphericLight" {
  14649. import { Nullable } from "babylonjs/types";
  14650. import { Scene } from "babylonjs/scene";
  14651. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14652. import { Color3 } from "babylonjs/Maths/math.color";
  14653. import { Effect } from "babylonjs/Materials/effect";
  14654. import { Light } from "babylonjs/Lights/light";
  14655. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14656. /**
  14657. * The HemisphericLight simulates the ambient environment light,
  14658. * so the passed direction is the light reflection direction, not the incoming direction.
  14659. */
  14660. export class HemisphericLight extends Light {
  14661. /**
  14662. * The groundColor is the light in the opposite direction to the one specified during creation.
  14663. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14664. */
  14665. groundColor: Color3;
  14666. /**
  14667. * The light reflection direction, not the incoming direction.
  14668. */
  14669. direction: Vector3;
  14670. /**
  14671. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14672. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14673. * The HemisphericLight can't cast shadows.
  14674. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14675. * @param name The friendly name of the light
  14676. * @param direction The direction of the light reflection
  14677. * @param scene The scene the light belongs to
  14678. */
  14679. constructor(name: string, direction: Vector3, scene: Scene);
  14680. protected _buildUniformLayout(): void;
  14681. /**
  14682. * Returns the string "HemisphericLight".
  14683. * @return The class name
  14684. */
  14685. getClassName(): string;
  14686. /**
  14687. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14688. * Returns the updated direction.
  14689. * @param target The target the direction should point to
  14690. * @return The computed direction
  14691. */
  14692. setDirectionToTarget(target: Vector3): Vector3;
  14693. /**
  14694. * Returns the shadow generator associated to the light.
  14695. * @returns Always null for hemispheric lights because it does not support shadows.
  14696. */
  14697. getShadowGenerator(): Nullable<IShadowGenerator>;
  14698. /**
  14699. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14700. * @param effect The effect to update
  14701. * @param lightIndex The index of the light in the effect to update
  14702. * @returns The hemispheric light
  14703. */
  14704. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14705. /**
  14706. * Computes the world matrix of the node
  14707. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14708. * @param useWasUpdatedFlag defines a reserved property
  14709. * @returns the world matrix
  14710. */
  14711. computeWorldMatrix(): Matrix;
  14712. /**
  14713. * Returns the integer 3.
  14714. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14715. */
  14716. getTypeID(): number;
  14717. /**
  14718. * Prepares the list of defines specific to the light type.
  14719. * @param defines the list of defines
  14720. * @param lightIndex defines the index of the light for the effect
  14721. */
  14722. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14723. }
  14724. }
  14725. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14726. /** @hidden */
  14727. export var vrMultiviewToSingleviewPixelShader: {
  14728. name: string;
  14729. shader: string;
  14730. };
  14731. }
  14732. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14733. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14734. import { Scene } from "babylonjs/scene";
  14735. /**
  14736. * Renders to multiple views with a single draw call
  14737. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14738. */
  14739. export class MultiviewRenderTarget extends RenderTargetTexture {
  14740. /**
  14741. * Creates a multiview render target
  14742. * @param scene scene used with the render target
  14743. * @param size the size of the render target (used for each view)
  14744. */
  14745. constructor(scene: Scene, size?: number | {
  14746. width: number;
  14747. height: number;
  14748. } | {
  14749. ratio: number;
  14750. });
  14751. /**
  14752. * @hidden
  14753. * @param faceIndex the face index, if its a cube texture
  14754. */
  14755. _bindFrameBuffer(faceIndex?: number): void;
  14756. /**
  14757. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14758. * @returns the view count
  14759. */
  14760. getViewCount(): number;
  14761. }
  14762. }
  14763. declare module "babylonjs/Maths/math.frustum" {
  14764. import { Matrix } from "babylonjs/Maths/math.vector";
  14765. import { DeepImmutable } from "babylonjs/types";
  14766. import { Plane } from "babylonjs/Maths/math.plane";
  14767. /**
  14768. * Reprasents a camera frustum
  14769. */
  14770. export class Frustum {
  14771. /**
  14772. * Gets the planes representing the frustum
  14773. * @param transform matrix to be applied to the returned planes
  14774. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14775. */
  14776. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14777. /**
  14778. * Gets the near frustum plane transformed by the transform matrix
  14779. * @param transform transformation matrix to be applied to the resulting frustum plane
  14780. * @param frustumPlane the resuling frustum plane
  14781. */
  14782. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14783. /**
  14784. * Gets the far frustum plane transformed by the transform matrix
  14785. * @param transform transformation matrix to be applied to the resulting frustum plane
  14786. * @param frustumPlane the resuling frustum plane
  14787. */
  14788. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14789. /**
  14790. * Gets the left frustum plane transformed by the transform matrix
  14791. * @param transform transformation matrix to be applied to the resulting frustum plane
  14792. * @param frustumPlane the resuling frustum plane
  14793. */
  14794. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14795. /**
  14796. * Gets the right frustum plane transformed by the transform matrix
  14797. * @param transform transformation matrix to be applied to the resulting frustum plane
  14798. * @param frustumPlane the resuling frustum plane
  14799. */
  14800. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14801. /**
  14802. * Gets the top frustum plane transformed by the transform matrix
  14803. * @param transform transformation matrix to be applied to the resulting frustum plane
  14804. * @param frustumPlane the resuling frustum plane
  14805. */
  14806. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14807. /**
  14808. * Gets the bottom frustum plane transformed by the transform matrix
  14809. * @param transform transformation matrix to be applied to the resulting frustum plane
  14810. * @param frustumPlane the resuling frustum plane
  14811. */
  14812. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14813. /**
  14814. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14815. * @param transform transformation matrix to be applied to the resulting frustum planes
  14816. * @param frustumPlanes the resuling frustum planes
  14817. */
  14818. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14819. }
  14820. }
  14821. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14822. import { Camera } from "babylonjs/Cameras/camera";
  14823. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14824. import { Nullable } from "babylonjs/types";
  14825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14826. import { Matrix } from "babylonjs/Maths/math.vector";
  14827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14828. module "babylonjs/Engines/engine" {
  14829. interface Engine {
  14830. /**
  14831. * Creates a new multiview render target
  14832. * @param width defines the width of the texture
  14833. * @param height defines the height of the texture
  14834. * @returns the created multiview texture
  14835. */
  14836. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14837. /**
  14838. * Binds a multiview framebuffer to be drawn to
  14839. * @param multiviewTexture texture to bind
  14840. */
  14841. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14842. }
  14843. }
  14844. module "babylonjs/Cameras/camera" {
  14845. interface Camera {
  14846. /**
  14847. * @hidden
  14848. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14849. */
  14850. _useMultiviewToSingleView: boolean;
  14851. /**
  14852. * @hidden
  14853. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14854. */
  14855. _multiviewTexture: Nullable<RenderTargetTexture>;
  14856. /**
  14857. * @hidden
  14858. * ensures the multiview texture of the camera exists and has the specified width/height
  14859. * @param width height to set on the multiview texture
  14860. * @param height width to set on the multiview texture
  14861. */
  14862. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14863. }
  14864. }
  14865. module "babylonjs/scene" {
  14866. interface Scene {
  14867. /** @hidden */
  14868. _transformMatrixR: Matrix;
  14869. /** @hidden */
  14870. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14871. /** @hidden */
  14872. _createMultiviewUbo(): void;
  14873. /** @hidden */
  14874. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14875. /** @hidden */
  14876. _renderMultiviewToSingleView(camera: Camera): void;
  14877. }
  14878. }
  14879. }
  14880. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14881. import { Camera } from "babylonjs/Cameras/camera";
  14882. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14883. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14884. import "babylonjs/Engines/Extensions/engine.multiview";
  14885. /**
  14886. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14887. * This will not be used for webXR as it supports displaying texture arrays directly
  14888. */
  14889. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14890. /**
  14891. * Initializes a VRMultiviewToSingleview
  14892. * @param name name of the post process
  14893. * @param camera camera to be applied to
  14894. * @param scaleFactor scaling factor to the size of the output texture
  14895. */
  14896. constructor(name: string, camera: Camera, scaleFactor: number);
  14897. }
  14898. }
  14899. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14900. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14901. import { Nullable } from "babylonjs/types";
  14902. import { Size } from "babylonjs/Maths/math.size";
  14903. import { Observable } from "babylonjs/Misc/observable";
  14904. module "babylonjs/Engines/engine" {
  14905. interface Engine {
  14906. /** @hidden */
  14907. _vrDisplay: any;
  14908. /** @hidden */
  14909. _vrSupported: boolean;
  14910. /** @hidden */
  14911. _oldSize: Size;
  14912. /** @hidden */
  14913. _oldHardwareScaleFactor: number;
  14914. /** @hidden */
  14915. _vrExclusivePointerMode: boolean;
  14916. /** @hidden */
  14917. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14918. /** @hidden */
  14919. _onVRDisplayPointerRestricted: () => void;
  14920. /** @hidden */
  14921. _onVRDisplayPointerUnrestricted: () => void;
  14922. /** @hidden */
  14923. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14924. /** @hidden */
  14925. _onVrDisplayDisconnect: Nullable<() => void>;
  14926. /** @hidden */
  14927. _onVrDisplayPresentChange: Nullable<() => void>;
  14928. /**
  14929. * Observable signaled when VR display mode changes
  14930. */
  14931. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14932. /**
  14933. * Observable signaled when VR request present is complete
  14934. */
  14935. onVRRequestPresentComplete: Observable<boolean>;
  14936. /**
  14937. * Observable signaled when VR request present starts
  14938. */
  14939. onVRRequestPresentStart: Observable<Engine>;
  14940. /**
  14941. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14942. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14943. */
  14944. isInVRExclusivePointerMode: boolean;
  14945. /**
  14946. * Gets a boolean indicating if a webVR device was detected
  14947. * @returns true if a webVR device was detected
  14948. */
  14949. isVRDevicePresent(): boolean;
  14950. /**
  14951. * Gets the current webVR device
  14952. * @returns the current webVR device (or null)
  14953. */
  14954. getVRDevice(): any;
  14955. /**
  14956. * Initializes a webVR display and starts listening to display change events
  14957. * The onVRDisplayChangedObservable will be notified upon these changes
  14958. * @returns A promise containing a VRDisplay and if vr is supported
  14959. */
  14960. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14961. /** @hidden */
  14962. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14963. /**
  14964. * Call this function to switch to webVR mode
  14965. * Will do nothing if webVR is not supported or if there is no webVR device
  14966. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14967. */
  14968. enableVR(): void;
  14969. /** @hidden */
  14970. _onVRFullScreenTriggered(): void;
  14971. }
  14972. }
  14973. }
  14974. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14975. import { Nullable } from "babylonjs/types";
  14976. import { Observable } from "babylonjs/Misc/observable";
  14977. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14978. import { Scene } from "babylonjs/scene";
  14979. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14980. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  14981. import { Node } from "babylonjs/node";
  14982. import { Ray } from "babylonjs/Culling/ray";
  14983. import "babylonjs/Cameras/RigModes/webVRRigMode";
  14984. import "babylonjs/Engines/Extensions/engine.webVR";
  14985. /**
  14986. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  14987. * IMPORTANT!! The data is right-hand data.
  14988. * @export
  14989. * @interface DevicePose
  14990. */
  14991. export interface DevicePose {
  14992. /**
  14993. * The position of the device, values in array are [x,y,z].
  14994. */
  14995. readonly position: Nullable<Float32Array>;
  14996. /**
  14997. * The linearVelocity of the device, values in array are [x,y,z].
  14998. */
  14999. readonly linearVelocity: Nullable<Float32Array>;
  15000. /**
  15001. * The linearAcceleration of the device, values in array are [x,y,z].
  15002. */
  15003. readonly linearAcceleration: Nullable<Float32Array>;
  15004. /**
  15005. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15006. */
  15007. readonly orientation: Nullable<Float32Array>;
  15008. /**
  15009. * The angularVelocity of the device, values in array are [x,y,z].
  15010. */
  15011. readonly angularVelocity: Nullable<Float32Array>;
  15012. /**
  15013. * The angularAcceleration of the device, values in array are [x,y,z].
  15014. */
  15015. readonly angularAcceleration: Nullable<Float32Array>;
  15016. }
  15017. /**
  15018. * Interface representing a pose controlled object in Babylon.
  15019. * A pose controlled object has both regular pose values as well as pose values
  15020. * from an external device such as a VR head mounted display
  15021. */
  15022. export interface PoseControlled {
  15023. /**
  15024. * The position of the object in babylon space.
  15025. */
  15026. position: Vector3;
  15027. /**
  15028. * The rotation quaternion of the object in babylon space.
  15029. */
  15030. rotationQuaternion: Quaternion;
  15031. /**
  15032. * The position of the device in babylon space.
  15033. */
  15034. devicePosition?: Vector3;
  15035. /**
  15036. * The rotation quaternion of the device in babylon space.
  15037. */
  15038. deviceRotationQuaternion: Quaternion;
  15039. /**
  15040. * The raw pose coming from the device.
  15041. */
  15042. rawPose: Nullable<DevicePose>;
  15043. /**
  15044. * The scale of the device to be used when translating from device space to babylon space.
  15045. */
  15046. deviceScaleFactor: number;
  15047. /**
  15048. * Updates the poseControlled values based on the input device pose.
  15049. * @param poseData the pose data to update the object with
  15050. */
  15051. updateFromDevice(poseData: DevicePose): void;
  15052. }
  15053. /**
  15054. * Set of options to customize the webVRCamera
  15055. */
  15056. export interface WebVROptions {
  15057. /**
  15058. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15059. */
  15060. trackPosition?: boolean;
  15061. /**
  15062. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15063. */
  15064. positionScale?: number;
  15065. /**
  15066. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15067. */
  15068. displayName?: string;
  15069. /**
  15070. * Should the native controller meshes be initialized. (default: true)
  15071. */
  15072. controllerMeshes?: boolean;
  15073. /**
  15074. * Creating a default HemiLight only on controllers. (default: true)
  15075. */
  15076. defaultLightingOnControllers?: boolean;
  15077. /**
  15078. * If you don't want to use the default VR button of the helper. (default: false)
  15079. */
  15080. useCustomVRButton?: boolean;
  15081. /**
  15082. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15083. */
  15084. customVRButton?: HTMLButtonElement;
  15085. /**
  15086. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15087. */
  15088. rayLength?: number;
  15089. /**
  15090. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15091. */
  15092. defaultHeight?: number;
  15093. /**
  15094. * If multiview should be used if availible (default: false)
  15095. */
  15096. useMultiview?: boolean;
  15097. }
  15098. /**
  15099. * This represents a WebVR camera.
  15100. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15101. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15102. */
  15103. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15104. private webVROptions;
  15105. /**
  15106. * @hidden
  15107. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15108. */
  15109. _vrDevice: any;
  15110. /**
  15111. * The rawPose of the vrDevice.
  15112. */
  15113. rawPose: Nullable<DevicePose>;
  15114. private _onVREnabled;
  15115. private _specsVersion;
  15116. private _attached;
  15117. private _frameData;
  15118. protected _descendants: Array<Node>;
  15119. private _deviceRoomPosition;
  15120. /** @hidden */
  15121. _deviceRoomRotationQuaternion: Quaternion;
  15122. private _standingMatrix;
  15123. /**
  15124. * Represents device position in babylon space.
  15125. */
  15126. devicePosition: Vector3;
  15127. /**
  15128. * Represents device rotation in babylon space.
  15129. */
  15130. deviceRotationQuaternion: Quaternion;
  15131. /**
  15132. * The scale of the device to be used when translating from device space to babylon space.
  15133. */
  15134. deviceScaleFactor: number;
  15135. private _deviceToWorld;
  15136. private _worldToDevice;
  15137. /**
  15138. * References to the webVR controllers for the vrDevice.
  15139. */
  15140. controllers: Array<WebVRController>;
  15141. /**
  15142. * Emits an event when a controller is attached.
  15143. */
  15144. onControllersAttachedObservable: Observable<WebVRController[]>;
  15145. /**
  15146. * Emits an event when a controller's mesh has been loaded;
  15147. */
  15148. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15149. /**
  15150. * Emits an event when the HMD's pose has been updated.
  15151. */
  15152. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15153. private _poseSet;
  15154. /**
  15155. * If the rig cameras be used as parent instead of this camera.
  15156. */
  15157. rigParenting: boolean;
  15158. private _lightOnControllers;
  15159. private _defaultHeight?;
  15160. /**
  15161. * Instantiates a WebVRFreeCamera.
  15162. * @param name The name of the WebVRFreeCamera
  15163. * @param position The starting anchor position for the camera
  15164. * @param scene The scene the camera belongs to
  15165. * @param webVROptions a set of customizable options for the webVRCamera
  15166. */
  15167. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15168. /**
  15169. * Gets the device distance from the ground in meters.
  15170. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15171. */
  15172. deviceDistanceToRoomGround(): number;
  15173. /**
  15174. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15175. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15176. */
  15177. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15178. /**
  15179. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15180. * @returns A promise with a boolean set to if the standing matrix is supported.
  15181. */
  15182. useStandingMatrixAsync(): Promise<boolean>;
  15183. /**
  15184. * Disposes the camera
  15185. */
  15186. dispose(): void;
  15187. /**
  15188. * Gets a vrController by name.
  15189. * @param name The name of the controller to retreive
  15190. * @returns the controller matching the name specified or null if not found
  15191. */
  15192. getControllerByName(name: string): Nullable<WebVRController>;
  15193. private _leftController;
  15194. /**
  15195. * The controller corresponding to the users left hand.
  15196. */
  15197. readonly leftController: Nullable<WebVRController>;
  15198. private _rightController;
  15199. /**
  15200. * The controller corresponding to the users right hand.
  15201. */
  15202. readonly rightController: Nullable<WebVRController>;
  15203. /**
  15204. * Casts a ray forward from the vrCamera's gaze.
  15205. * @param length Length of the ray (default: 100)
  15206. * @returns the ray corresponding to the gaze
  15207. */
  15208. getForwardRay(length?: number): Ray;
  15209. /**
  15210. * @hidden
  15211. * Updates the camera based on device's frame data
  15212. */
  15213. _checkInputs(): void;
  15214. /**
  15215. * Updates the poseControlled values based on the input device pose.
  15216. * @param poseData Pose coming from the device
  15217. */
  15218. updateFromDevice(poseData: DevicePose): void;
  15219. private _htmlElementAttached;
  15220. private _detachIfAttached;
  15221. /**
  15222. * WebVR's attach control will start broadcasting frames to the device.
  15223. * Note that in certain browsers (chrome for example) this function must be called
  15224. * within a user-interaction callback. Example:
  15225. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15226. *
  15227. * @param element html element to attach the vrDevice to
  15228. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15229. */
  15230. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15231. /**
  15232. * Detaches the camera from the html element and disables VR
  15233. *
  15234. * @param element html element to detach from
  15235. */
  15236. detachControl(element: HTMLElement): void;
  15237. /**
  15238. * @returns the name of this class
  15239. */
  15240. getClassName(): string;
  15241. /**
  15242. * Calls resetPose on the vrDisplay
  15243. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15244. */
  15245. resetToCurrentRotation(): void;
  15246. /**
  15247. * @hidden
  15248. * Updates the rig cameras (left and right eye)
  15249. */
  15250. _updateRigCameras(): void;
  15251. private _workingVector;
  15252. private _oneVector;
  15253. private _workingMatrix;
  15254. private updateCacheCalled;
  15255. private _correctPositionIfNotTrackPosition;
  15256. /**
  15257. * @hidden
  15258. * Updates the cached values of the camera
  15259. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15260. */
  15261. _updateCache(ignoreParentClass?: boolean): void;
  15262. /**
  15263. * @hidden
  15264. * Get current device position in babylon world
  15265. */
  15266. _computeDevicePosition(): void;
  15267. /**
  15268. * Updates the current device position and rotation in the babylon world
  15269. */
  15270. update(): void;
  15271. /**
  15272. * @hidden
  15273. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15274. * @returns an identity matrix
  15275. */
  15276. _getViewMatrix(): Matrix;
  15277. private _tmpMatrix;
  15278. /**
  15279. * This function is called by the two RIG cameras.
  15280. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15281. * @hidden
  15282. */
  15283. _getWebVRViewMatrix(): Matrix;
  15284. /** @hidden */
  15285. _getWebVRProjectionMatrix(): Matrix;
  15286. private _onGamepadConnectedObserver;
  15287. private _onGamepadDisconnectedObserver;
  15288. private _updateCacheWhenTrackingDisabledObserver;
  15289. /**
  15290. * Initializes the controllers and their meshes
  15291. */
  15292. initControllers(): void;
  15293. }
  15294. }
  15295. declare module "babylonjs/PostProcesses/postProcess" {
  15296. import { Nullable } from "babylonjs/types";
  15297. import { SmartArray } from "babylonjs/Misc/smartArray";
  15298. import { Observable } from "babylonjs/Misc/observable";
  15299. import { Vector2 } from "babylonjs/Maths/math.vector";
  15300. import { Camera } from "babylonjs/Cameras/camera";
  15301. import { Effect } from "babylonjs/Materials/effect";
  15302. import "babylonjs/Shaders/postprocess.vertex";
  15303. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15304. import { Engine } from "babylonjs/Engines/engine";
  15305. import { Color4 } from "babylonjs/Maths/math.color";
  15306. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15307. /**
  15308. * Size options for a post process
  15309. */
  15310. export type PostProcessOptions = {
  15311. width: number;
  15312. height: number;
  15313. };
  15314. /**
  15315. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15316. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15317. */
  15318. export class PostProcess {
  15319. /** Name of the PostProcess. */
  15320. name: string;
  15321. /**
  15322. * Gets or sets the unique id of the post process
  15323. */
  15324. uniqueId: number;
  15325. /**
  15326. * Width of the texture to apply the post process on
  15327. */
  15328. width: number;
  15329. /**
  15330. * Height of the texture to apply the post process on
  15331. */
  15332. height: number;
  15333. /**
  15334. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15335. * @hidden
  15336. */
  15337. _outputTexture: Nullable<InternalTexture>;
  15338. /**
  15339. * Sampling mode used by the shader
  15340. * See https://doc.babylonjs.com/classes/3.1/texture
  15341. */
  15342. renderTargetSamplingMode: number;
  15343. /**
  15344. * Clear color to use when screen clearing
  15345. */
  15346. clearColor: Color4;
  15347. /**
  15348. * If the buffer needs to be cleared before applying the post process. (default: true)
  15349. * Should be set to false if shader will overwrite all previous pixels.
  15350. */
  15351. autoClear: boolean;
  15352. /**
  15353. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15354. */
  15355. alphaMode: number;
  15356. /**
  15357. * Sets the setAlphaBlendConstants of the babylon engine
  15358. */
  15359. alphaConstants: Color4;
  15360. /**
  15361. * Animations to be used for the post processing
  15362. */
  15363. animations: import("babylonjs/Animations/animation").Animation[];
  15364. /**
  15365. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15366. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15367. */
  15368. enablePixelPerfectMode: boolean;
  15369. /**
  15370. * Force the postprocess to be applied without taking in account viewport
  15371. */
  15372. forceFullscreenViewport: boolean;
  15373. /**
  15374. * List of inspectable custom properties (used by the Inspector)
  15375. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15376. */
  15377. inspectableCustomProperties: IInspectable[];
  15378. /**
  15379. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15380. *
  15381. * | Value | Type | Description |
  15382. * | ----- | ----------------------------------- | ----------- |
  15383. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15384. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15385. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15386. *
  15387. */
  15388. scaleMode: number;
  15389. /**
  15390. * Force textures to be a power of two (default: false)
  15391. */
  15392. alwaysForcePOT: boolean;
  15393. private _samples;
  15394. /**
  15395. * Number of sample textures (default: 1)
  15396. */
  15397. samples: number;
  15398. /**
  15399. * Modify the scale of the post process to be the same as the viewport (default: false)
  15400. */
  15401. adaptScaleToCurrentViewport: boolean;
  15402. private _camera;
  15403. private _scene;
  15404. private _engine;
  15405. private _options;
  15406. private _reusable;
  15407. private _textureType;
  15408. /**
  15409. * Smart array of input and output textures for the post process.
  15410. * @hidden
  15411. */
  15412. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15413. /**
  15414. * The index in _textures that corresponds to the output texture.
  15415. * @hidden
  15416. */
  15417. _currentRenderTextureInd: number;
  15418. private _effect;
  15419. private _samplers;
  15420. private _fragmentUrl;
  15421. private _vertexUrl;
  15422. private _parameters;
  15423. private _scaleRatio;
  15424. protected _indexParameters: any;
  15425. private _shareOutputWithPostProcess;
  15426. private _texelSize;
  15427. private _forcedOutputTexture;
  15428. /**
  15429. * Returns the fragment url or shader name used in the post process.
  15430. * @returns the fragment url or name in the shader store.
  15431. */
  15432. getEffectName(): string;
  15433. /**
  15434. * An event triggered when the postprocess is activated.
  15435. */
  15436. onActivateObservable: Observable<Camera>;
  15437. private _onActivateObserver;
  15438. /**
  15439. * A function that is added to the onActivateObservable
  15440. */
  15441. onActivate: Nullable<(camera: Camera) => void>;
  15442. /**
  15443. * An event triggered when the postprocess changes its size.
  15444. */
  15445. onSizeChangedObservable: Observable<PostProcess>;
  15446. private _onSizeChangedObserver;
  15447. /**
  15448. * A function that is added to the onSizeChangedObservable
  15449. */
  15450. onSizeChanged: (postProcess: PostProcess) => void;
  15451. /**
  15452. * An event triggered when the postprocess applies its effect.
  15453. */
  15454. onApplyObservable: Observable<Effect>;
  15455. private _onApplyObserver;
  15456. /**
  15457. * A function that is added to the onApplyObservable
  15458. */
  15459. onApply: (effect: Effect) => void;
  15460. /**
  15461. * An event triggered before rendering the postprocess
  15462. */
  15463. onBeforeRenderObservable: Observable<Effect>;
  15464. private _onBeforeRenderObserver;
  15465. /**
  15466. * A function that is added to the onBeforeRenderObservable
  15467. */
  15468. onBeforeRender: (effect: Effect) => void;
  15469. /**
  15470. * An event triggered after rendering the postprocess
  15471. */
  15472. onAfterRenderObservable: Observable<Effect>;
  15473. private _onAfterRenderObserver;
  15474. /**
  15475. * A function that is added to the onAfterRenderObservable
  15476. */
  15477. onAfterRender: (efect: Effect) => void;
  15478. /**
  15479. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15480. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15481. */
  15482. inputTexture: InternalTexture;
  15483. /**
  15484. * Gets the camera which post process is applied to.
  15485. * @returns The camera the post process is applied to.
  15486. */
  15487. getCamera(): Camera;
  15488. /**
  15489. * Gets the texel size of the postprocess.
  15490. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15491. */
  15492. readonly texelSize: Vector2;
  15493. /**
  15494. * Creates a new instance PostProcess
  15495. * @param name The name of the PostProcess.
  15496. * @param fragmentUrl The url of the fragment shader to be used.
  15497. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15498. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15499. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15500. * @param camera The camera to apply the render pass to.
  15501. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15502. * @param engine The engine which the post process will be applied. (default: current engine)
  15503. * @param reusable If the post process can be reused on the same frame. (default: false)
  15504. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15505. * @param textureType Type of textures used when performing the post process. (default: 0)
  15506. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15507. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15508. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15509. */
  15510. constructor(
  15511. /** Name of the PostProcess. */
  15512. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15513. /**
  15514. * Gets a string idenfifying the name of the class
  15515. * @returns "PostProcess" string
  15516. */
  15517. getClassName(): string;
  15518. /**
  15519. * Gets the engine which this post process belongs to.
  15520. * @returns The engine the post process was enabled with.
  15521. */
  15522. getEngine(): Engine;
  15523. /**
  15524. * The effect that is created when initializing the post process.
  15525. * @returns The created effect corresponding the the postprocess.
  15526. */
  15527. getEffect(): Effect;
  15528. /**
  15529. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15530. * @param postProcess The post process to share the output with.
  15531. * @returns This post process.
  15532. */
  15533. shareOutputWith(postProcess: PostProcess): PostProcess;
  15534. /**
  15535. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15536. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15537. */
  15538. useOwnOutput(): void;
  15539. /**
  15540. * Updates the effect with the current post process compile time values and recompiles the shader.
  15541. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15542. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15543. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15544. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15545. * @param onCompiled Called when the shader has been compiled.
  15546. * @param onError Called if there is an error when compiling a shader.
  15547. */
  15548. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15549. /**
  15550. * The post process is reusable if it can be used multiple times within one frame.
  15551. * @returns If the post process is reusable
  15552. */
  15553. isReusable(): boolean;
  15554. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15555. markTextureDirty(): void;
  15556. /**
  15557. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15558. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15559. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15560. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15561. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15562. * @returns The target texture that was bound to be written to.
  15563. */
  15564. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15565. /**
  15566. * If the post process is supported.
  15567. */
  15568. readonly isSupported: boolean;
  15569. /**
  15570. * The aspect ratio of the output texture.
  15571. */
  15572. readonly aspectRatio: number;
  15573. /**
  15574. * Get a value indicating if the post-process is ready to be used
  15575. * @returns true if the post-process is ready (shader is compiled)
  15576. */
  15577. isReady(): boolean;
  15578. /**
  15579. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15580. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15581. */
  15582. apply(): Nullable<Effect>;
  15583. private _disposeTextures;
  15584. /**
  15585. * Disposes the post process.
  15586. * @param camera The camera to dispose the post process on.
  15587. */
  15588. dispose(camera?: Camera): void;
  15589. }
  15590. }
  15591. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15592. /** @hidden */
  15593. export var kernelBlurVaryingDeclaration: {
  15594. name: string;
  15595. shader: string;
  15596. };
  15597. }
  15598. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15599. /** @hidden */
  15600. export var kernelBlurFragment: {
  15601. name: string;
  15602. shader: string;
  15603. };
  15604. }
  15605. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15606. /** @hidden */
  15607. export var kernelBlurFragment2: {
  15608. name: string;
  15609. shader: string;
  15610. };
  15611. }
  15612. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15613. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15614. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15615. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15616. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15617. /** @hidden */
  15618. export var kernelBlurPixelShader: {
  15619. name: string;
  15620. shader: string;
  15621. };
  15622. }
  15623. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15624. /** @hidden */
  15625. export var kernelBlurVertex: {
  15626. name: string;
  15627. shader: string;
  15628. };
  15629. }
  15630. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15631. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15633. /** @hidden */
  15634. export var kernelBlurVertexShader: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15640. import { Vector2 } from "babylonjs/Maths/math.vector";
  15641. import { Nullable } from "babylonjs/types";
  15642. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15643. import { Camera } from "babylonjs/Cameras/camera";
  15644. import { Effect } from "babylonjs/Materials/effect";
  15645. import { Engine } from "babylonjs/Engines/engine";
  15646. import "babylonjs/Shaders/kernelBlur.fragment";
  15647. import "babylonjs/Shaders/kernelBlur.vertex";
  15648. /**
  15649. * The Blur Post Process which blurs an image based on a kernel and direction.
  15650. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15651. */
  15652. export class BlurPostProcess extends PostProcess {
  15653. /** The direction in which to blur the image. */
  15654. direction: Vector2;
  15655. private blockCompilation;
  15656. protected _kernel: number;
  15657. protected _idealKernel: number;
  15658. protected _packedFloat: boolean;
  15659. private _staticDefines;
  15660. /**
  15661. * Sets the length in pixels of the blur sample region
  15662. */
  15663. /**
  15664. * Gets the length in pixels of the blur sample region
  15665. */
  15666. kernel: number;
  15667. /**
  15668. * Sets wether or not the blur needs to unpack/repack floats
  15669. */
  15670. /**
  15671. * Gets wether or not the blur is unpacking/repacking floats
  15672. */
  15673. packedFloat: boolean;
  15674. /**
  15675. * Creates a new instance BlurPostProcess
  15676. * @param name The name of the effect.
  15677. * @param direction The direction in which to blur the image.
  15678. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15679. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15680. * @param camera The camera to apply the render pass to.
  15681. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15682. * @param engine The engine which the post process will be applied. (default: current engine)
  15683. * @param reusable If the post process can be reused on the same frame. (default: false)
  15684. * @param textureType Type of textures used when performing the post process. (default: 0)
  15685. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15686. */
  15687. constructor(name: string,
  15688. /** The direction in which to blur the image. */
  15689. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15690. /**
  15691. * Updates the effect with the current post process compile time values and recompiles the shader.
  15692. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15693. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15694. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15695. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15696. * @param onCompiled Called when the shader has been compiled.
  15697. * @param onError Called if there is an error when compiling a shader.
  15698. */
  15699. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15700. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15701. /**
  15702. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15703. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15704. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15705. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15706. * The gaps between physical kernels are compensated for in the weighting of the samples
  15707. * @param idealKernel Ideal blur kernel.
  15708. * @return Nearest best kernel.
  15709. */
  15710. protected _nearestBestKernel(idealKernel: number): number;
  15711. /**
  15712. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15713. * @param x The point on the Gaussian distribution to sample.
  15714. * @return the value of the Gaussian function at x.
  15715. */
  15716. protected _gaussianWeight(x: number): number;
  15717. /**
  15718. * Generates a string that can be used as a floating point number in GLSL.
  15719. * @param x Value to print.
  15720. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15721. * @return GLSL float string.
  15722. */
  15723. protected _glslFloat(x: number, decimalFigures?: number): string;
  15724. }
  15725. }
  15726. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15727. import { Scene } from "babylonjs/scene";
  15728. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15729. import { Plane } from "babylonjs/Maths/math.plane";
  15730. /**
  15731. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15732. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15733. * You can then easily use it as a reflectionTexture on a flat surface.
  15734. * In case the surface is not a plane, please consider relying on reflection probes.
  15735. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15736. */
  15737. export class MirrorTexture extends RenderTargetTexture {
  15738. private scene;
  15739. /**
  15740. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15741. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15742. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15743. */
  15744. mirrorPlane: Plane;
  15745. /**
  15746. * Define the blur ratio used to blur the reflection if needed.
  15747. */
  15748. blurRatio: number;
  15749. /**
  15750. * Define the adaptive blur kernel used to blur the reflection if needed.
  15751. * This will autocompute the closest best match for the `blurKernel`
  15752. */
  15753. adaptiveBlurKernel: number;
  15754. /**
  15755. * Define the blur kernel used to blur the reflection if needed.
  15756. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15757. */
  15758. blurKernel: number;
  15759. /**
  15760. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15761. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15762. */
  15763. blurKernelX: number;
  15764. /**
  15765. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15766. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15767. */
  15768. blurKernelY: number;
  15769. private _autoComputeBlurKernel;
  15770. protected _onRatioRescale(): void;
  15771. private _updateGammaSpace;
  15772. private _imageProcessingConfigChangeObserver;
  15773. private _transformMatrix;
  15774. private _mirrorMatrix;
  15775. private _savedViewMatrix;
  15776. private _blurX;
  15777. private _blurY;
  15778. private _adaptiveBlurKernel;
  15779. private _blurKernelX;
  15780. private _blurKernelY;
  15781. private _blurRatio;
  15782. /**
  15783. * Instantiates a Mirror Texture.
  15784. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15785. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15786. * You can then easily use it as a reflectionTexture on a flat surface.
  15787. * In case the surface is not a plane, please consider relying on reflection probes.
  15788. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15789. * @param name
  15790. * @param size
  15791. * @param scene
  15792. * @param generateMipMaps
  15793. * @param type
  15794. * @param samplingMode
  15795. * @param generateDepthBuffer
  15796. */
  15797. constructor(name: string, size: number | {
  15798. width: number;
  15799. height: number;
  15800. } | {
  15801. ratio: number;
  15802. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15803. private _preparePostProcesses;
  15804. /**
  15805. * Clone the mirror texture.
  15806. * @returns the cloned texture
  15807. */
  15808. clone(): MirrorTexture;
  15809. /**
  15810. * Serialize the texture to a JSON representation you could use in Parse later on
  15811. * @returns the serialized JSON representation
  15812. */
  15813. serialize(): any;
  15814. /**
  15815. * Dispose the texture and release its associated resources.
  15816. */
  15817. dispose(): void;
  15818. }
  15819. }
  15820. declare module "babylonjs/Materials/Textures/texture" {
  15821. import { Observable } from "babylonjs/Misc/observable";
  15822. import { Nullable } from "babylonjs/types";
  15823. import { Scene } from "babylonjs/scene";
  15824. import { Matrix } from "babylonjs/Maths/math.vector";
  15825. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15826. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15827. import { Engine } from "babylonjs/Engines/engine";
  15828. /**
  15829. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15830. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15831. */
  15832. export class Texture extends BaseTexture {
  15833. /** @hidden */
  15834. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15835. /** @hidden */
  15836. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15837. /** @hidden */
  15838. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15839. /** nearest is mag = nearest and min = nearest and mip = linear */
  15840. static readonly NEAREST_SAMPLINGMODE: number;
  15841. /** nearest is mag = nearest and min = nearest and mip = linear */
  15842. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15843. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15844. static readonly BILINEAR_SAMPLINGMODE: number;
  15845. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15846. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15847. /** Trilinear is mag = linear and min = linear and mip = linear */
  15848. static readonly TRILINEAR_SAMPLINGMODE: number;
  15849. /** Trilinear is mag = linear and min = linear and mip = linear */
  15850. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15851. /** mag = nearest and min = nearest and mip = nearest */
  15852. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15853. /** mag = nearest and min = linear and mip = nearest */
  15854. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15855. /** mag = nearest and min = linear and mip = linear */
  15856. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15857. /** mag = nearest and min = linear and mip = none */
  15858. static readonly NEAREST_LINEAR: number;
  15859. /** mag = nearest and min = nearest and mip = none */
  15860. static readonly NEAREST_NEAREST: number;
  15861. /** mag = linear and min = nearest and mip = nearest */
  15862. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15863. /** mag = linear and min = nearest and mip = linear */
  15864. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15865. /** mag = linear and min = linear and mip = none */
  15866. static readonly LINEAR_LINEAR: number;
  15867. /** mag = linear and min = nearest and mip = none */
  15868. static readonly LINEAR_NEAREST: number;
  15869. /** Explicit coordinates mode */
  15870. static readonly EXPLICIT_MODE: number;
  15871. /** Spherical coordinates mode */
  15872. static readonly SPHERICAL_MODE: number;
  15873. /** Planar coordinates mode */
  15874. static readonly PLANAR_MODE: number;
  15875. /** Cubic coordinates mode */
  15876. static readonly CUBIC_MODE: number;
  15877. /** Projection coordinates mode */
  15878. static readonly PROJECTION_MODE: number;
  15879. /** Inverse Cubic coordinates mode */
  15880. static readonly SKYBOX_MODE: number;
  15881. /** Inverse Cubic coordinates mode */
  15882. static readonly INVCUBIC_MODE: number;
  15883. /** Equirectangular coordinates mode */
  15884. static readonly EQUIRECTANGULAR_MODE: number;
  15885. /** Equirectangular Fixed coordinates mode */
  15886. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15887. /** Equirectangular Fixed Mirrored coordinates mode */
  15888. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15889. /** Texture is not repeating outside of 0..1 UVs */
  15890. static readonly CLAMP_ADDRESSMODE: number;
  15891. /** Texture is repeating outside of 0..1 UVs */
  15892. static readonly WRAP_ADDRESSMODE: number;
  15893. /** Texture is repeating and mirrored */
  15894. static readonly MIRROR_ADDRESSMODE: number;
  15895. /**
  15896. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15897. */
  15898. static UseSerializedUrlIfAny: boolean;
  15899. /**
  15900. * Define the url of the texture.
  15901. */
  15902. url: Nullable<string>;
  15903. /**
  15904. * Define an offset on the texture to offset the u coordinates of the UVs
  15905. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15906. */
  15907. uOffset: number;
  15908. /**
  15909. * Define an offset on the texture to offset the v coordinates of the UVs
  15910. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15911. */
  15912. vOffset: number;
  15913. /**
  15914. * Define an offset on the texture to scale the u coordinates of the UVs
  15915. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15916. */
  15917. uScale: number;
  15918. /**
  15919. * Define an offset on the texture to scale the v coordinates of the UVs
  15920. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15921. */
  15922. vScale: number;
  15923. /**
  15924. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15925. * @see http://doc.babylonjs.com/how_to/more_materials
  15926. */
  15927. uAng: number;
  15928. /**
  15929. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15930. * @see http://doc.babylonjs.com/how_to/more_materials
  15931. */
  15932. vAng: number;
  15933. /**
  15934. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15935. * @see http://doc.babylonjs.com/how_to/more_materials
  15936. */
  15937. wAng: number;
  15938. /**
  15939. * Defines the center of rotation (U)
  15940. */
  15941. uRotationCenter: number;
  15942. /**
  15943. * Defines the center of rotation (V)
  15944. */
  15945. vRotationCenter: number;
  15946. /**
  15947. * Defines the center of rotation (W)
  15948. */
  15949. wRotationCenter: number;
  15950. /**
  15951. * Are mip maps generated for this texture or not.
  15952. */
  15953. readonly noMipmap: boolean;
  15954. /**
  15955. * List of inspectable custom properties (used by the Inspector)
  15956. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15957. */
  15958. inspectableCustomProperties: Nullable<IInspectable[]>;
  15959. private _noMipmap;
  15960. /** @hidden */
  15961. _invertY: boolean;
  15962. private _rowGenerationMatrix;
  15963. private _cachedTextureMatrix;
  15964. private _projectionModeMatrix;
  15965. private _t0;
  15966. private _t1;
  15967. private _t2;
  15968. private _cachedUOffset;
  15969. private _cachedVOffset;
  15970. private _cachedUScale;
  15971. private _cachedVScale;
  15972. private _cachedUAng;
  15973. private _cachedVAng;
  15974. private _cachedWAng;
  15975. private _cachedProjectionMatrixId;
  15976. private _cachedCoordinatesMode;
  15977. /** @hidden */
  15978. protected _initialSamplingMode: number;
  15979. /** @hidden */
  15980. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  15981. private _deleteBuffer;
  15982. protected _format: Nullable<number>;
  15983. private _delayedOnLoad;
  15984. private _delayedOnError;
  15985. /**
  15986. * Observable triggered once the texture has been loaded.
  15987. */
  15988. onLoadObservable: Observable<Texture>;
  15989. protected _isBlocking: boolean;
  15990. /**
  15991. * Is the texture preventing material to render while loading.
  15992. * If false, a default texture will be used instead of the loading one during the preparation step.
  15993. */
  15994. isBlocking: boolean;
  15995. /**
  15996. * Get the current sampling mode associated with the texture.
  15997. */
  15998. readonly samplingMode: number;
  15999. /**
  16000. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16001. */
  16002. readonly invertY: boolean;
  16003. /**
  16004. * Instantiates a new texture.
  16005. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16006. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16007. * @param url define the url of the picture to load as a texture
  16008. * @param scene define the scene or engine the texture will belong to
  16009. * @param noMipmap define if the texture will require mip maps or not
  16010. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16011. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16012. * @param onLoad define a callback triggered when the texture has been loaded
  16013. * @param onError define a callback triggered when an error occurred during the loading session
  16014. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16015. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16016. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16017. */
  16018. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16019. /**
  16020. * Update the url (and optional buffer) of this texture if url was null during construction.
  16021. * @param url the url of the texture
  16022. * @param buffer the buffer of the texture (defaults to null)
  16023. * @param onLoad callback called when the texture is loaded (defaults to null)
  16024. */
  16025. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16026. /**
  16027. * Finish the loading sequence of a texture flagged as delayed load.
  16028. * @hidden
  16029. */
  16030. delayLoad(): void;
  16031. private _prepareRowForTextureGeneration;
  16032. /**
  16033. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16034. * @returns the transform matrix of the texture.
  16035. */
  16036. getTextureMatrix(): Matrix;
  16037. /**
  16038. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16039. * @returns The reflection texture transform
  16040. */
  16041. getReflectionTextureMatrix(): Matrix;
  16042. /**
  16043. * Clones the texture.
  16044. * @returns the cloned texture
  16045. */
  16046. clone(): Texture;
  16047. /**
  16048. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16049. * @returns The JSON representation of the texture
  16050. */
  16051. serialize(): any;
  16052. /**
  16053. * Get the current class name of the texture useful for serialization or dynamic coding.
  16054. * @returns "Texture"
  16055. */
  16056. getClassName(): string;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. /**
  16062. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16063. * @param parsedTexture Define the JSON representation of the texture
  16064. * @param scene Define the scene the parsed texture should be instantiated in
  16065. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16066. * @returns The parsed texture if successful
  16067. */
  16068. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16069. /**
  16070. * Creates a texture from its base 64 representation.
  16071. * @param data Define the base64 payload without the data: prefix
  16072. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16073. * @param scene Define the scene the texture should belong to
  16074. * @param noMipmap Forces the texture to not create mip map information if true
  16075. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16076. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16077. * @param onLoad define a callback triggered when the texture has been loaded
  16078. * @param onError define a callback triggered when an error occurred during the loading session
  16079. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16080. * @returns the created texture
  16081. */
  16082. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16083. /**
  16084. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16085. * @param data Define the base64 payload without the data: prefix
  16086. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16087. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16088. * @param scene Define the scene the texture should belong to
  16089. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16090. * @param noMipmap Forces the texture to not create mip map information if true
  16091. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16092. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16093. * @param onLoad define a callback triggered when the texture has been loaded
  16094. * @param onError define a callback triggered when an error occurred during the loading session
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. * @returns the created texture
  16097. */
  16098. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16099. }
  16100. }
  16101. declare module "babylonjs/PostProcesses/postProcessManager" {
  16102. import { Nullable } from "babylonjs/types";
  16103. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16104. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16105. import { Scene } from "babylonjs/scene";
  16106. /**
  16107. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16108. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16109. */
  16110. export class PostProcessManager {
  16111. private _scene;
  16112. private _indexBuffer;
  16113. private _vertexBuffers;
  16114. /**
  16115. * Creates a new instance PostProcess
  16116. * @param scene The scene that the post process is associated with.
  16117. */
  16118. constructor(scene: Scene);
  16119. private _prepareBuffers;
  16120. private _buildIndexBuffer;
  16121. /**
  16122. * Rebuilds the vertex buffers of the manager.
  16123. * @hidden
  16124. */
  16125. _rebuild(): void;
  16126. /**
  16127. * Prepares a frame to be run through a post process.
  16128. * @param sourceTexture The input texture to the post procesess. (default: null)
  16129. * @param postProcesses An array of post processes to be run. (default: null)
  16130. * @returns True if the post processes were able to be run.
  16131. * @hidden
  16132. */
  16133. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16134. /**
  16135. * Manually render a set of post processes to a texture.
  16136. * @param postProcesses An array of post processes to be run.
  16137. * @param targetTexture The target texture to render to.
  16138. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16139. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16140. * @param lodLevel defines which lod of the texture to render to
  16141. */
  16142. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16143. /**
  16144. * Finalize the result of the output of the postprocesses.
  16145. * @param doNotPresent If true the result will not be displayed to the screen.
  16146. * @param targetTexture The target texture to render to.
  16147. * @param faceIndex The index of the face to bind the target texture to.
  16148. * @param postProcesses The array of post processes to render.
  16149. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16150. * @hidden
  16151. */
  16152. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16153. /**
  16154. * Disposes of the post process manager.
  16155. */
  16156. dispose(): void;
  16157. }
  16158. }
  16159. declare module "babylonjs/Misc/gradients" {
  16160. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16161. /** Interface used by value gradients (color, factor, ...) */
  16162. export interface IValueGradient {
  16163. /**
  16164. * Gets or sets the gradient value (between 0 and 1)
  16165. */
  16166. gradient: number;
  16167. }
  16168. /** Class used to store color4 gradient */
  16169. export class ColorGradient implements IValueGradient {
  16170. /**
  16171. * Gets or sets the gradient value (between 0 and 1)
  16172. */
  16173. gradient: number;
  16174. /**
  16175. * Gets or sets first associated color
  16176. */
  16177. color1: Color4;
  16178. /**
  16179. * Gets or sets second associated color
  16180. */
  16181. color2?: Color4;
  16182. /**
  16183. * Will get a color picked randomly between color1 and color2.
  16184. * If color2 is undefined then color1 will be used
  16185. * @param result defines the target Color4 to store the result in
  16186. */
  16187. getColorToRef(result: Color4): void;
  16188. }
  16189. /** Class used to store color 3 gradient */
  16190. export class Color3Gradient implements IValueGradient {
  16191. /**
  16192. * Gets or sets the gradient value (between 0 and 1)
  16193. */
  16194. gradient: number;
  16195. /**
  16196. * Gets or sets the associated color
  16197. */
  16198. color: Color3;
  16199. }
  16200. /** Class used to store factor gradient */
  16201. export class FactorGradient implements IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. /**
  16207. * Gets or sets first associated factor
  16208. */
  16209. factor1: number;
  16210. /**
  16211. * Gets or sets second associated factor
  16212. */
  16213. factor2?: number;
  16214. /**
  16215. * Will get a number picked randomly between factor1 and factor2.
  16216. * If factor2 is undefined then factor1 will be used
  16217. * @returns the picked number
  16218. */
  16219. getFactor(): number;
  16220. }
  16221. /**
  16222. * Helper used to simplify some generic gradient tasks
  16223. */
  16224. export class GradientHelper {
  16225. /**
  16226. * Gets the current gradient from an array of IValueGradient
  16227. * @param ratio defines the current ratio to get
  16228. * @param gradients defines the array of IValueGradient
  16229. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16230. */
  16231. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16232. }
  16233. }
  16234. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16235. import { Scene } from "babylonjs/scene";
  16236. import { ISceneComponent } from "babylonjs/sceneComponent";
  16237. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16238. module "babylonjs/abstractScene" {
  16239. interface AbstractScene {
  16240. /**
  16241. * The list of procedural textures added to the scene
  16242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16243. */
  16244. proceduralTextures: Array<ProceduralTexture>;
  16245. }
  16246. }
  16247. /**
  16248. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16249. * in a given scene.
  16250. */
  16251. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16252. /**
  16253. * The component name helpfull to identify the component in the list of scene components.
  16254. */
  16255. readonly name: string;
  16256. /**
  16257. * The scene the component belongs to.
  16258. */
  16259. scene: Scene;
  16260. /**
  16261. * Creates a new instance of the component for the given scene
  16262. * @param scene Defines the scene to register the component in
  16263. */
  16264. constructor(scene: Scene);
  16265. /**
  16266. * Registers the component in a given scene
  16267. */
  16268. register(): void;
  16269. /**
  16270. * Rebuilds the elements related to this component in case of
  16271. * context lost for instance.
  16272. */
  16273. rebuild(): void;
  16274. /**
  16275. * Disposes the component and the associated ressources.
  16276. */
  16277. dispose(): void;
  16278. private _beforeClear;
  16279. }
  16280. }
  16281. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16282. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16283. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16284. module "babylonjs/Engines/engine" {
  16285. interface Engine {
  16286. /**
  16287. * Creates a new render target cube texture
  16288. * @param size defines the size of the texture
  16289. * @param options defines the options used to create the texture
  16290. * @returns a new render target cube texture stored in an InternalTexture
  16291. */
  16292. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16293. }
  16294. }
  16295. }
  16296. declare module "babylonjs/Shaders/procedural.vertex" {
  16297. /** @hidden */
  16298. export var proceduralVertexShader: {
  16299. name: string;
  16300. shader: string;
  16301. };
  16302. }
  16303. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16304. import { Observable } from "babylonjs/Misc/observable";
  16305. import { Nullable } from "babylonjs/types";
  16306. import { Scene } from "babylonjs/scene";
  16307. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16308. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16309. import { Effect } from "babylonjs/Materials/effect";
  16310. import { Texture } from "babylonjs/Materials/Textures/texture";
  16311. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16312. import "babylonjs/Shaders/procedural.vertex";
  16313. /**
  16314. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16315. * This is the base class of any Procedural texture and contains most of the shareable code.
  16316. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16317. */
  16318. export class ProceduralTexture extends Texture {
  16319. isCube: boolean;
  16320. /**
  16321. * Define if the texture is enabled or not (disabled texture will not render)
  16322. */
  16323. isEnabled: boolean;
  16324. /**
  16325. * Define if the texture must be cleared before rendering (default is true)
  16326. */
  16327. autoClear: boolean;
  16328. /**
  16329. * Callback called when the texture is generated
  16330. */
  16331. onGenerated: () => void;
  16332. /**
  16333. * Event raised when the texture is generated
  16334. */
  16335. onGeneratedObservable: Observable<ProceduralTexture>;
  16336. /** @hidden */
  16337. _generateMipMaps: boolean;
  16338. /** @hidden **/
  16339. _effect: Effect;
  16340. /** @hidden */
  16341. _textures: {
  16342. [key: string]: Texture;
  16343. };
  16344. private _size;
  16345. private _currentRefreshId;
  16346. private _refreshRate;
  16347. private _vertexBuffers;
  16348. private _indexBuffer;
  16349. private _uniforms;
  16350. private _samplers;
  16351. private _fragment;
  16352. private _floats;
  16353. private _ints;
  16354. private _floatsArrays;
  16355. private _colors3;
  16356. private _colors4;
  16357. private _vectors2;
  16358. private _vectors3;
  16359. private _matrices;
  16360. private _fallbackTexture;
  16361. private _fallbackTextureUsed;
  16362. private _engine;
  16363. private _cachedDefines;
  16364. private _contentUpdateId;
  16365. private _contentData;
  16366. /**
  16367. * Instantiates a new procedural texture.
  16368. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16369. * This is the base class of any Procedural texture and contains most of the shareable code.
  16370. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16371. * @param name Define the name of the texture
  16372. * @param size Define the size of the texture to create
  16373. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16374. * @param scene Define the scene the texture belongs to
  16375. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16376. * @param generateMipMaps Define if the texture should creates mip maps or not
  16377. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16378. */
  16379. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16380. /**
  16381. * The effect that is created when initializing the post process.
  16382. * @returns The created effect corresponding the the postprocess.
  16383. */
  16384. getEffect(): Effect;
  16385. /**
  16386. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16387. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16388. */
  16389. getContent(): Nullable<ArrayBufferView>;
  16390. private _createIndexBuffer;
  16391. /** @hidden */
  16392. _rebuild(): void;
  16393. /**
  16394. * Resets the texture in order to recreate its associated resources.
  16395. * This can be called in case of context loss
  16396. */
  16397. reset(): void;
  16398. protected _getDefines(): string;
  16399. /**
  16400. * Is the texture ready to be used ? (rendered at least once)
  16401. * @returns true if ready, otherwise, false.
  16402. */
  16403. isReady(): boolean;
  16404. /**
  16405. * Resets the refresh counter of the texture and start bak from scratch.
  16406. * Could be useful to regenerate the texture if it is setup to render only once.
  16407. */
  16408. resetRefreshCounter(): void;
  16409. /**
  16410. * Set the fragment shader to use in order to render the texture.
  16411. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16412. */
  16413. setFragment(fragment: any): void;
  16414. /**
  16415. * Define the refresh rate of the texture or the rendering frequency.
  16416. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16417. */
  16418. refreshRate: number;
  16419. /** @hidden */
  16420. _shouldRender(): boolean;
  16421. /**
  16422. * Get the size the texture is rendering at.
  16423. * @returns the size (texture is always squared)
  16424. */
  16425. getRenderSize(): number;
  16426. /**
  16427. * Resize the texture to new value.
  16428. * @param size Define the new size the texture should have
  16429. * @param generateMipMaps Define whether the new texture should create mip maps
  16430. */
  16431. resize(size: number, generateMipMaps: boolean): void;
  16432. private _checkUniform;
  16433. /**
  16434. * Set a texture in the shader program used to render.
  16435. * @param name Define the name of the uniform samplers as defined in the shader
  16436. * @param texture Define the texture to bind to this sampler
  16437. * @return the texture itself allowing "fluent" like uniform updates
  16438. */
  16439. setTexture(name: string, texture: Texture): ProceduralTexture;
  16440. /**
  16441. * Set a float in the shader.
  16442. * @param name Define the name of the uniform as defined in the shader
  16443. * @param value Define the value to give to the uniform
  16444. * @return the texture itself allowing "fluent" like uniform updates
  16445. */
  16446. setFloat(name: string, value: number): ProceduralTexture;
  16447. /**
  16448. * Set a int in the shader.
  16449. * @param name Define the name of the uniform as defined in the shader
  16450. * @param value Define the value to give to the uniform
  16451. * @return the texture itself allowing "fluent" like uniform updates
  16452. */
  16453. setInt(name: string, value: number): ProceduralTexture;
  16454. /**
  16455. * Set an array of floats in the shader.
  16456. * @param name Define the name of the uniform as defined in the shader
  16457. * @param value Define the value to give to the uniform
  16458. * @return the texture itself allowing "fluent" like uniform updates
  16459. */
  16460. setFloats(name: string, value: number[]): ProceduralTexture;
  16461. /**
  16462. * Set a vec3 in the shader from a Color3.
  16463. * @param name Define the name of the uniform as defined in the shader
  16464. * @param value Define the value to give to the uniform
  16465. * @return the texture itself allowing "fluent" like uniform updates
  16466. */
  16467. setColor3(name: string, value: Color3): ProceduralTexture;
  16468. /**
  16469. * Set a vec4 in the shader from a Color4.
  16470. * @param name Define the name of the uniform as defined in the shader
  16471. * @param value Define the value to give to the uniform
  16472. * @return the texture itself allowing "fluent" like uniform updates
  16473. */
  16474. setColor4(name: string, value: Color4): ProceduralTexture;
  16475. /**
  16476. * Set a vec2 in the shader from a Vector2.
  16477. * @param name Define the name of the uniform as defined in the shader
  16478. * @param value Define the value to give to the uniform
  16479. * @return the texture itself allowing "fluent" like uniform updates
  16480. */
  16481. setVector2(name: string, value: Vector2): ProceduralTexture;
  16482. /**
  16483. * Set a vec3 in the shader from a Vector3.
  16484. * @param name Define the name of the uniform as defined in the shader
  16485. * @param value Define the value to give to the uniform
  16486. * @return the texture itself allowing "fluent" like uniform updates
  16487. */
  16488. setVector3(name: string, value: Vector3): ProceduralTexture;
  16489. /**
  16490. * Set a mat4 in the shader from a MAtrix.
  16491. * @param name Define the name of the uniform as defined in the shader
  16492. * @param value Define the value to give to the uniform
  16493. * @return the texture itself allowing "fluent" like uniform updates
  16494. */
  16495. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16496. /**
  16497. * Render the texture to its associated render target.
  16498. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16499. */
  16500. render(useCameraPostProcess?: boolean): void;
  16501. /**
  16502. * Clone the texture.
  16503. * @returns the cloned texture
  16504. */
  16505. clone(): ProceduralTexture;
  16506. /**
  16507. * Dispose the texture and release its asoociated resources.
  16508. */
  16509. dispose(): void;
  16510. }
  16511. }
  16512. declare module "babylonjs/Particles/baseParticleSystem" {
  16513. import { Nullable } from "babylonjs/types";
  16514. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16515. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16516. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16517. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16518. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16519. import { Scene } from "babylonjs/scene";
  16520. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16521. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16522. import { Texture } from "babylonjs/Materials/Textures/texture";
  16523. import { Color4 } from "babylonjs/Maths/math.color";
  16524. import { Animation } from "babylonjs/Animations/animation";
  16525. /**
  16526. * This represents the base class for particle system in Babylon.
  16527. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16528. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16529. * @example https://doc.babylonjs.com/babylon101/particles
  16530. */
  16531. export class BaseParticleSystem {
  16532. /**
  16533. * Source color is added to the destination color without alpha affecting the result
  16534. */
  16535. static BLENDMODE_ONEONE: number;
  16536. /**
  16537. * Blend current color and particle color using particle’s alpha
  16538. */
  16539. static BLENDMODE_STANDARD: number;
  16540. /**
  16541. * Add current color and particle color multiplied by particle’s alpha
  16542. */
  16543. static BLENDMODE_ADD: number;
  16544. /**
  16545. * Multiply current color with particle color
  16546. */
  16547. static BLENDMODE_MULTIPLY: number;
  16548. /**
  16549. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16550. */
  16551. static BLENDMODE_MULTIPLYADD: number;
  16552. /**
  16553. * List of animations used by the particle system.
  16554. */
  16555. animations: Animation[];
  16556. /**
  16557. * The id of the Particle system.
  16558. */
  16559. id: string;
  16560. /**
  16561. * The friendly name of the Particle system.
  16562. */
  16563. name: string;
  16564. /**
  16565. * The rendering group used by the Particle system to chose when to render.
  16566. */
  16567. renderingGroupId: number;
  16568. /**
  16569. * The emitter represents the Mesh or position we are attaching the particle system to.
  16570. */
  16571. emitter: Nullable<AbstractMesh | Vector3>;
  16572. /**
  16573. * The maximum number of particles to emit per frame
  16574. */
  16575. emitRate: number;
  16576. /**
  16577. * If you want to launch only a few particles at once, that can be done, as well.
  16578. */
  16579. manualEmitCount: number;
  16580. /**
  16581. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16582. */
  16583. updateSpeed: number;
  16584. /**
  16585. * The amount of time the particle system is running (depends of the overall update speed).
  16586. */
  16587. targetStopDuration: number;
  16588. /**
  16589. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16590. */
  16591. disposeOnStop: boolean;
  16592. /**
  16593. * Minimum power of emitting particles.
  16594. */
  16595. minEmitPower: number;
  16596. /**
  16597. * Maximum power of emitting particles.
  16598. */
  16599. maxEmitPower: number;
  16600. /**
  16601. * Minimum life time of emitting particles.
  16602. */
  16603. minLifeTime: number;
  16604. /**
  16605. * Maximum life time of emitting particles.
  16606. */
  16607. maxLifeTime: number;
  16608. /**
  16609. * Minimum Size of emitting particles.
  16610. */
  16611. minSize: number;
  16612. /**
  16613. * Maximum Size of emitting particles.
  16614. */
  16615. maxSize: number;
  16616. /**
  16617. * Minimum scale of emitting particles on X axis.
  16618. */
  16619. minScaleX: number;
  16620. /**
  16621. * Maximum scale of emitting particles on X axis.
  16622. */
  16623. maxScaleX: number;
  16624. /**
  16625. * Minimum scale of emitting particles on Y axis.
  16626. */
  16627. minScaleY: number;
  16628. /**
  16629. * Maximum scale of emitting particles on Y axis.
  16630. */
  16631. maxScaleY: number;
  16632. /**
  16633. * Gets or sets the minimal initial rotation in radians.
  16634. */
  16635. minInitialRotation: number;
  16636. /**
  16637. * Gets or sets the maximal initial rotation in radians.
  16638. */
  16639. maxInitialRotation: number;
  16640. /**
  16641. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16642. */
  16643. minAngularSpeed: number;
  16644. /**
  16645. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16646. */
  16647. maxAngularSpeed: number;
  16648. /**
  16649. * The texture used to render each particle. (this can be a spritesheet)
  16650. */
  16651. particleTexture: Nullable<Texture>;
  16652. /**
  16653. * The layer mask we are rendering the particles through.
  16654. */
  16655. layerMask: number;
  16656. /**
  16657. * This can help using your own shader to render the particle system.
  16658. * The according effect will be created
  16659. */
  16660. customShader: any;
  16661. /**
  16662. * By default particle system starts as soon as they are created. This prevents the
  16663. * automatic start to happen and let you decide when to start emitting particles.
  16664. */
  16665. preventAutoStart: boolean;
  16666. private _noiseTexture;
  16667. /**
  16668. * Gets or sets a texture used to add random noise to particle positions
  16669. */
  16670. noiseTexture: Nullable<ProceduralTexture>;
  16671. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16672. noiseStrength: Vector3;
  16673. /**
  16674. * Callback triggered when the particle animation is ending.
  16675. */
  16676. onAnimationEnd: Nullable<() => void>;
  16677. /**
  16678. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16679. */
  16680. blendMode: number;
  16681. /**
  16682. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16683. * to override the particles.
  16684. */
  16685. forceDepthWrite: boolean;
  16686. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16687. preWarmCycles: number;
  16688. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16689. preWarmStepOffset: number;
  16690. /**
  16691. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16692. */
  16693. spriteCellChangeSpeed: number;
  16694. /**
  16695. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16696. */
  16697. startSpriteCellID: number;
  16698. /**
  16699. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16700. */
  16701. endSpriteCellID: number;
  16702. /**
  16703. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16704. */
  16705. spriteCellWidth: number;
  16706. /**
  16707. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16708. */
  16709. spriteCellHeight: number;
  16710. /**
  16711. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16712. */
  16713. spriteRandomStartCell: boolean;
  16714. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16715. translationPivot: Vector2;
  16716. /** @hidden */
  16717. protected _isAnimationSheetEnabled: boolean;
  16718. /**
  16719. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16720. */
  16721. beginAnimationOnStart: boolean;
  16722. /**
  16723. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16724. */
  16725. beginAnimationFrom: number;
  16726. /**
  16727. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16728. */
  16729. beginAnimationTo: number;
  16730. /**
  16731. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16732. */
  16733. beginAnimationLoop: boolean;
  16734. /**
  16735. * Gets or sets a world offset applied to all particles
  16736. */
  16737. worldOffset: Vector3;
  16738. /**
  16739. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16740. */
  16741. isAnimationSheetEnabled: boolean;
  16742. /**
  16743. * Get hosting scene
  16744. * @returns the scene
  16745. */
  16746. getScene(): Scene;
  16747. /**
  16748. * You can use gravity if you want to give an orientation to your particles.
  16749. */
  16750. gravity: Vector3;
  16751. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16752. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16753. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16754. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16755. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16756. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16757. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16758. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16759. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16760. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16761. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16762. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16763. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16764. /**
  16765. * Defines the delay in milliseconds before starting the system (0 by default)
  16766. */
  16767. startDelay: number;
  16768. /**
  16769. * Gets the current list of drag gradients.
  16770. * You must use addDragGradient and removeDragGradient to udpate this list
  16771. * @returns the list of drag gradients
  16772. */
  16773. getDragGradients(): Nullable<Array<FactorGradient>>;
  16774. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16775. limitVelocityDamping: number;
  16776. /**
  16777. * Gets the current list of limit velocity gradients.
  16778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16779. * @returns the list of limit velocity gradients
  16780. */
  16781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16782. /**
  16783. * Gets the current list of color gradients.
  16784. * You must use addColorGradient and removeColorGradient to udpate this list
  16785. * @returns the list of color gradients
  16786. */
  16787. getColorGradients(): Nullable<Array<ColorGradient>>;
  16788. /**
  16789. * Gets the current list of size gradients.
  16790. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16791. * @returns the list of size gradients
  16792. */
  16793. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16794. /**
  16795. * Gets the current list of color remap gradients.
  16796. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16797. * @returns the list of color remap gradients
  16798. */
  16799. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16800. /**
  16801. * Gets the current list of alpha remap gradients.
  16802. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16803. * @returns the list of alpha remap gradients
  16804. */
  16805. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16806. /**
  16807. * Gets the current list of life time gradients.
  16808. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16809. * @returns the list of life time gradients
  16810. */
  16811. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16812. /**
  16813. * Gets the current list of angular speed gradients.
  16814. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16815. * @returns the list of angular speed gradients
  16816. */
  16817. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16818. /**
  16819. * Gets the current list of velocity gradients.
  16820. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16821. * @returns the list of velocity gradients
  16822. */
  16823. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16824. /**
  16825. * Gets the current list of start size gradients.
  16826. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16827. * @returns the list of start size gradients
  16828. */
  16829. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16830. /**
  16831. * Gets the current list of emit rate gradients.
  16832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16833. * @returns the list of emit rate gradients
  16834. */
  16835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16836. /**
  16837. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16838. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16839. */
  16840. direction1: Vector3;
  16841. /**
  16842. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16843. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16844. */
  16845. direction2: Vector3;
  16846. /**
  16847. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16848. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16849. */
  16850. minEmitBox: Vector3;
  16851. /**
  16852. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16853. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16854. */
  16855. maxEmitBox: Vector3;
  16856. /**
  16857. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16858. */
  16859. color1: Color4;
  16860. /**
  16861. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16862. */
  16863. color2: Color4;
  16864. /**
  16865. * Color the particle will have at the end of its lifetime
  16866. */
  16867. colorDead: Color4;
  16868. /**
  16869. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16870. */
  16871. textureMask: Color4;
  16872. /**
  16873. * The particle emitter type defines the emitter used by the particle system.
  16874. * It can be for example box, sphere, or cone...
  16875. */
  16876. particleEmitterType: IParticleEmitterType;
  16877. /** @hidden */
  16878. _isSubEmitter: boolean;
  16879. /**
  16880. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16881. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16882. */
  16883. billboardMode: number;
  16884. protected _isBillboardBased: boolean;
  16885. /**
  16886. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16887. */
  16888. isBillboardBased: boolean;
  16889. /**
  16890. * The scene the particle system belongs to.
  16891. */
  16892. protected _scene: Scene;
  16893. /**
  16894. * Local cache of defines for image processing.
  16895. */
  16896. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16897. /**
  16898. * Default configuration related to image processing available in the standard Material.
  16899. */
  16900. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16901. /**
  16902. * Gets the image processing configuration used either in this material.
  16903. */
  16904. /**
  16905. * Sets the Default image processing configuration used either in the this material.
  16906. *
  16907. * If sets to null, the scene one is in use.
  16908. */
  16909. imageProcessingConfiguration: ImageProcessingConfiguration;
  16910. /**
  16911. * Attaches a new image processing configuration to the Standard Material.
  16912. * @param configuration
  16913. */
  16914. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16915. /** @hidden */
  16916. protected _reset(): void;
  16917. /** @hidden */
  16918. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16919. /**
  16920. * Instantiates a particle system.
  16921. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16922. * @param name The name of the particle system
  16923. */
  16924. constructor(name: string);
  16925. /**
  16926. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16927. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16928. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16929. * @returns the emitter
  16930. */
  16931. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16932. /**
  16933. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16934. * @param radius The radius of the hemisphere to emit from
  16935. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16936. * @returns the emitter
  16937. */
  16938. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16939. /**
  16940. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16941. * @param radius The radius of the sphere to emit from
  16942. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16943. * @returns the emitter
  16944. */
  16945. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16946. /**
  16947. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16948. * @param radius The radius of the sphere to emit from
  16949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16951. * @returns the emitter
  16952. */
  16953. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16954. /**
  16955. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16956. * @param radius The radius of the emission cylinder
  16957. * @param height The height of the emission cylinder
  16958. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16959. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16960. * @returns the emitter
  16961. */
  16962. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16963. /**
  16964. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16965. * @param radius The radius of the cylinder to emit from
  16966. * @param height The height of the emission cylinder
  16967. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16970. * @returns the emitter
  16971. */
  16972. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16975. * @param radius The radius of the cone to emit from
  16976. * @param angle The base angle of the cone
  16977. * @returns the emitter
  16978. */
  16979. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16980. /**
  16981. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  16982. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16983. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16984. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16985. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  16986. * @returns the emitter
  16987. */
  16988. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  16989. }
  16990. }
  16991. declare module "babylonjs/Particles/subEmitter" {
  16992. import { Scene } from "babylonjs/scene";
  16993. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  16994. /**
  16995. * Type of sub emitter
  16996. */
  16997. export enum SubEmitterType {
  16998. /**
  16999. * Attached to the particle over it's lifetime
  17000. */
  17001. ATTACHED = 0,
  17002. /**
  17003. * Created when the particle dies
  17004. */
  17005. END = 1
  17006. }
  17007. /**
  17008. * Sub emitter class used to emit particles from an existing particle
  17009. */
  17010. export class SubEmitter {
  17011. /**
  17012. * the particle system to be used by the sub emitter
  17013. */
  17014. particleSystem: ParticleSystem;
  17015. /**
  17016. * Type of the submitter (Default: END)
  17017. */
  17018. type: SubEmitterType;
  17019. /**
  17020. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17021. * Note: This only is supported when using an emitter of type Mesh
  17022. */
  17023. inheritDirection: boolean;
  17024. /**
  17025. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17026. */
  17027. inheritedVelocityAmount: number;
  17028. /**
  17029. * Creates a sub emitter
  17030. * @param particleSystem the particle system to be used by the sub emitter
  17031. */
  17032. constructor(
  17033. /**
  17034. * the particle system to be used by the sub emitter
  17035. */
  17036. particleSystem: ParticleSystem);
  17037. /**
  17038. * Clones the sub emitter
  17039. * @returns the cloned sub emitter
  17040. */
  17041. clone(): SubEmitter;
  17042. /**
  17043. * Serialize current object to a JSON object
  17044. * @returns the serialized object
  17045. */
  17046. serialize(): any;
  17047. /** @hidden */
  17048. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17049. /**
  17050. * Creates a new SubEmitter from a serialized JSON version
  17051. * @param serializationObject defines the JSON object to read from
  17052. * @param scene defines the hosting scene
  17053. * @param rootUrl defines the rootUrl for data loading
  17054. * @returns a new SubEmitter
  17055. */
  17056. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17057. /** Release associated resources */
  17058. dispose(): void;
  17059. }
  17060. }
  17061. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17062. /** @hidden */
  17063. export var clipPlaneFragmentDeclaration: {
  17064. name: string;
  17065. shader: string;
  17066. };
  17067. }
  17068. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17069. /** @hidden */
  17070. export var imageProcessingDeclaration: {
  17071. name: string;
  17072. shader: string;
  17073. };
  17074. }
  17075. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17076. /** @hidden */
  17077. export var imageProcessingFunctions: {
  17078. name: string;
  17079. shader: string;
  17080. };
  17081. }
  17082. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17083. /** @hidden */
  17084. export var clipPlaneFragment: {
  17085. name: string;
  17086. shader: string;
  17087. };
  17088. }
  17089. declare module "babylonjs/Shaders/particles.fragment" {
  17090. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17091. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17092. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17093. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17094. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17095. /** @hidden */
  17096. export var particlesPixelShader: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17102. /** @hidden */
  17103. export var clipPlaneVertexDeclaration: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17109. /** @hidden */
  17110. export var clipPlaneVertex: {
  17111. name: string;
  17112. shader: string;
  17113. };
  17114. }
  17115. declare module "babylonjs/Shaders/particles.vertex" {
  17116. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17118. /** @hidden */
  17119. export var particlesVertexShader: {
  17120. name: string;
  17121. shader: string;
  17122. };
  17123. }
  17124. declare module "babylonjs/Particles/particleSystem" {
  17125. import { Nullable } from "babylonjs/types";
  17126. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17127. import { Observable } from "babylonjs/Misc/observable";
  17128. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17129. import { Effect } from "babylonjs/Materials/effect";
  17130. import { Scene, IDisposable } from "babylonjs/scene";
  17131. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17132. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17133. import { Particle } from "babylonjs/Particles/particle";
  17134. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17135. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17136. import "babylonjs/Shaders/particles.fragment";
  17137. import "babylonjs/Shaders/particles.vertex";
  17138. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17139. /**
  17140. * This represents a particle system in Babylon.
  17141. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17142. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17143. * @example https://doc.babylonjs.com/babylon101/particles
  17144. */
  17145. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17146. /**
  17147. * Billboard mode will only apply to Y axis
  17148. */
  17149. static readonly BILLBOARDMODE_Y: number;
  17150. /**
  17151. * Billboard mode will apply to all axes
  17152. */
  17153. static readonly BILLBOARDMODE_ALL: number;
  17154. /**
  17155. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17156. */
  17157. static readonly BILLBOARDMODE_STRETCHED: number;
  17158. /**
  17159. * This function can be defined to provide custom update for active particles.
  17160. * This function will be called instead of regular update (age, position, color, etc.).
  17161. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17162. */
  17163. updateFunction: (particles: Particle[]) => void;
  17164. private _emitterWorldMatrix;
  17165. /**
  17166. * This function can be defined to specify initial direction for every new particle.
  17167. * It by default use the emitterType defined function
  17168. */
  17169. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17170. /**
  17171. * This function can be defined to specify initial position for every new particle.
  17172. * It by default use the emitterType defined function
  17173. */
  17174. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17175. /**
  17176. * @hidden
  17177. */
  17178. _inheritedVelocityOffset: Vector3;
  17179. /**
  17180. * An event triggered when the system is disposed
  17181. */
  17182. onDisposeObservable: Observable<ParticleSystem>;
  17183. private _onDisposeObserver;
  17184. /**
  17185. * Sets a callback that will be triggered when the system is disposed
  17186. */
  17187. onDispose: () => void;
  17188. private _particles;
  17189. private _epsilon;
  17190. private _capacity;
  17191. private _stockParticles;
  17192. private _newPartsExcess;
  17193. private _vertexData;
  17194. private _vertexBuffer;
  17195. private _vertexBuffers;
  17196. private _spriteBuffer;
  17197. private _indexBuffer;
  17198. private _effect;
  17199. private _customEffect;
  17200. private _cachedDefines;
  17201. private _scaledColorStep;
  17202. private _colorDiff;
  17203. private _scaledDirection;
  17204. private _scaledGravity;
  17205. private _currentRenderId;
  17206. private _alive;
  17207. private _useInstancing;
  17208. private _started;
  17209. private _stopped;
  17210. private _actualFrame;
  17211. private _scaledUpdateSpeed;
  17212. private _vertexBufferSize;
  17213. /** @hidden */
  17214. _currentEmitRateGradient: Nullable<FactorGradient>;
  17215. /** @hidden */
  17216. _currentEmitRate1: number;
  17217. /** @hidden */
  17218. _currentEmitRate2: number;
  17219. /** @hidden */
  17220. _currentStartSizeGradient: Nullable<FactorGradient>;
  17221. /** @hidden */
  17222. _currentStartSize1: number;
  17223. /** @hidden */
  17224. _currentStartSize2: number;
  17225. private readonly _rawTextureWidth;
  17226. private _rampGradientsTexture;
  17227. private _useRampGradients;
  17228. /** Gets or sets a boolean indicating that ramp gradients must be used
  17229. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17230. */
  17231. useRampGradients: boolean;
  17232. /**
  17233. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17234. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17235. */
  17236. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17237. private _subEmitters;
  17238. /**
  17239. * @hidden
  17240. * If the particle systems emitter should be disposed when the particle system is disposed
  17241. */
  17242. _disposeEmitterOnDispose: boolean;
  17243. /**
  17244. * The current active Sub-systems, this property is used by the root particle system only.
  17245. */
  17246. activeSubSystems: Array<ParticleSystem>;
  17247. private _rootParticleSystem;
  17248. /**
  17249. * Gets the current list of active particles
  17250. */
  17251. readonly particles: Particle[];
  17252. /**
  17253. * Returns the string "ParticleSystem"
  17254. * @returns a string containing the class name
  17255. */
  17256. getClassName(): string;
  17257. /**
  17258. * Instantiates a particle system.
  17259. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17260. * @param name The name of the particle system
  17261. * @param capacity The max number of particles alive at the same time
  17262. * @param scene The scene the particle system belongs to
  17263. * @param customEffect a custom effect used to change the way particles are rendered by default
  17264. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17265. * @param epsilon Offset used to render the particles
  17266. */
  17267. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17268. private _addFactorGradient;
  17269. private _removeFactorGradient;
  17270. /**
  17271. * Adds a new life time gradient
  17272. * @param gradient defines the gradient to use (between 0 and 1)
  17273. * @param factor defines the life time factor to affect to the specified gradient
  17274. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17275. * @returns the current particle system
  17276. */
  17277. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17278. /**
  17279. * Remove a specific life time gradient
  17280. * @param gradient defines the gradient to remove
  17281. * @returns the current particle system
  17282. */
  17283. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17284. /**
  17285. * Adds a new size gradient
  17286. * @param gradient defines the gradient to use (between 0 and 1)
  17287. * @param factor defines the size factor to affect to the specified gradient
  17288. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17289. * @returns the current particle system
  17290. */
  17291. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17292. /**
  17293. * Remove a specific size gradient
  17294. * @param gradient defines the gradient to remove
  17295. * @returns the current particle system
  17296. */
  17297. removeSizeGradient(gradient: number): IParticleSystem;
  17298. /**
  17299. * Adds a new color remap gradient
  17300. * @param gradient defines the gradient to use (between 0 and 1)
  17301. * @param min defines the color remap minimal range
  17302. * @param max defines the color remap maximal range
  17303. * @returns the current particle system
  17304. */
  17305. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17306. /**
  17307. * Remove a specific color remap gradient
  17308. * @param gradient defines the gradient to remove
  17309. * @returns the current particle system
  17310. */
  17311. removeColorRemapGradient(gradient: number): IParticleSystem;
  17312. /**
  17313. * Adds a new alpha remap gradient
  17314. * @param gradient defines the gradient to use (between 0 and 1)
  17315. * @param min defines the alpha remap minimal range
  17316. * @param max defines the alpha remap maximal range
  17317. * @returns the current particle system
  17318. */
  17319. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17320. /**
  17321. * Remove a specific alpha remap gradient
  17322. * @param gradient defines the gradient to remove
  17323. * @returns the current particle system
  17324. */
  17325. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17326. /**
  17327. * Adds a new angular speed gradient
  17328. * @param gradient defines the gradient to use (between 0 and 1)
  17329. * @param factor defines the angular speed to affect to the specified gradient
  17330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17331. * @returns the current particle system
  17332. */
  17333. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17334. /**
  17335. * Remove a specific angular speed gradient
  17336. * @param gradient defines the gradient to remove
  17337. * @returns the current particle system
  17338. */
  17339. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17340. /**
  17341. * Adds a new velocity gradient
  17342. * @param gradient defines the gradient to use (between 0 and 1)
  17343. * @param factor defines the velocity to affect to the specified gradient
  17344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17345. * @returns the current particle system
  17346. */
  17347. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17348. /**
  17349. * Remove a specific velocity gradient
  17350. * @param gradient defines the gradient to remove
  17351. * @returns the current particle system
  17352. */
  17353. removeVelocityGradient(gradient: number): IParticleSystem;
  17354. /**
  17355. * Adds a new limit velocity gradient
  17356. * @param gradient defines the gradient to use (between 0 and 1)
  17357. * @param factor defines the limit velocity value to affect to the specified gradient
  17358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17359. * @returns the current particle system
  17360. */
  17361. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17362. /**
  17363. * Remove a specific limit velocity gradient
  17364. * @param gradient defines the gradient to remove
  17365. * @returns the current particle system
  17366. */
  17367. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17368. /**
  17369. * Adds a new drag gradient
  17370. * @param gradient defines the gradient to use (between 0 and 1)
  17371. * @param factor defines the drag value to affect to the specified gradient
  17372. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17373. * @returns the current particle system
  17374. */
  17375. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17376. /**
  17377. * Remove a specific drag gradient
  17378. * @param gradient defines the gradient to remove
  17379. * @returns the current particle system
  17380. */
  17381. removeDragGradient(gradient: number): IParticleSystem;
  17382. /**
  17383. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17384. * @param gradient defines the gradient to use (between 0 and 1)
  17385. * @param factor defines the emit rate value to affect to the specified gradient
  17386. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17387. * @returns the current particle system
  17388. */
  17389. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17390. /**
  17391. * Remove a specific emit rate gradient
  17392. * @param gradient defines the gradient to remove
  17393. * @returns the current particle system
  17394. */
  17395. removeEmitRateGradient(gradient: number): IParticleSystem;
  17396. /**
  17397. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17398. * @param gradient defines the gradient to use (between 0 and 1)
  17399. * @param factor defines the start size value to affect to the specified gradient
  17400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17401. * @returns the current particle system
  17402. */
  17403. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17404. /**
  17405. * Remove a specific start size gradient
  17406. * @param gradient defines the gradient to remove
  17407. * @returns the current particle system
  17408. */
  17409. removeStartSizeGradient(gradient: number): IParticleSystem;
  17410. private _createRampGradientTexture;
  17411. /**
  17412. * Gets the current list of ramp gradients.
  17413. * You must use addRampGradient and removeRampGradient to udpate this list
  17414. * @returns the list of ramp gradients
  17415. */
  17416. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17417. /**
  17418. * Adds a new ramp gradient used to remap particle colors
  17419. * @param gradient defines the gradient to use (between 0 and 1)
  17420. * @param color defines the color to affect to the specified gradient
  17421. * @returns the current particle system
  17422. */
  17423. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17424. /**
  17425. * Remove a specific ramp gradient
  17426. * @param gradient defines the gradient to remove
  17427. * @returns the current particle system
  17428. */
  17429. removeRampGradient(gradient: number): ParticleSystem;
  17430. /**
  17431. * Adds a new color gradient
  17432. * @param gradient defines the gradient to use (between 0 and 1)
  17433. * @param color1 defines the color to affect to the specified gradient
  17434. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17435. * @returns this particle system
  17436. */
  17437. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17438. /**
  17439. * Remove a specific color gradient
  17440. * @param gradient defines the gradient to remove
  17441. * @returns this particle system
  17442. */
  17443. removeColorGradient(gradient: number): IParticleSystem;
  17444. private _fetchR;
  17445. protected _reset(): void;
  17446. private _resetEffect;
  17447. private _createVertexBuffers;
  17448. private _createIndexBuffer;
  17449. /**
  17450. * Gets the maximum number of particles active at the same time.
  17451. * @returns The max number of active particles.
  17452. */
  17453. getCapacity(): number;
  17454. /**
  17455. * Gets whether there are still active particles in the system.
  17456. * @returns True if it is alive, otherwise false.
  17457. */
  17458. isAlive(): boolean;
  17459. /**
  17460. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17461. * @returns True if it has been started, otherwise false.
  17462. */
  17463. isStarted(): boolean;
  17464. private _prepareSubEmitterInternalArray;
  17465. /**
  17466. * Starts the particle system and begins to emit
  17467. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17468. */
  17469. start(delay?: number): void;
  17470. /**
  17471. * Stops the particle system.
  17472. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17473. */
  17474. stop(stopSubEmitters?: boolean): void;
  17475. /**
  17476. * Remove all active particles
  17477. */
  17478. reset(): void;
  17479. /**
  17480. * @hidden (for internal use only)
  17481. */
  17482. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17483. /**
  17484. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17485. * Its lifetime will start back at 0.
  17486. */
  17487. recycleParticle: (particle: Particle) => void;
  17488. private _stopSubEmitters;
  17489. private _createParticle;
  17490. private _removeFromRoot;
  17491. private _emitFromParticle;
  17492. private _update;
  17493. /** @hidden */
  17494. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17495. /** @hidden */
  17496. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17497. /** @hidden */
  17498. private _getEffect;
  17499. /**
  17500. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17501. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17502. */
  17503. animate(preWarmOnly?: boolean): void;
  17504. private _appendParticleVertices;
  17505. /**
  17506. * Rebuilds the particle system.
  17507. */
  17508. rebuild(): void;
  17509. /**
  17510. * Is this system ready to be used/rendered
  17511. * @return true if the system is ready
  17512. */
  17513. isReady(): boolean;
  17514. private _render;
  17515. /**
  17516. * Renders the particle system in its current state.
  17517. * @returns the current number of particles
  17518. */
  17519. render(): number;
  17520. /**
  17521. * Disposes the particle system and free the associated resources
  17522. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17523. */
  17524. dispose(disposeTexture?: boolean): void;
  17525. /**
  17526. * Clones the particle system.
  17527. * @param name The name of the cloned object
  17528. * @param newEmitter The new emitter to use
  17529. * @returns the cloned particle system
  17530. */
  17531. clone(name: string, newEmitter: any): ParticleSystem;
  17532. /**
  17533. * Serializes the particle system to a JSON object.
  17534. * @returns the JSON object
  17535. */
  17536. serialize(): any;
  17537. /** @hidden */
  17538. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17539. /** @hidden */
  17540. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17541. /**
  17542. * Parses a JSON object to create a particle system.
  17543. * @param parsedParticleSystem The JSON object to parse
  17544. * @param scene The scene to create the particle system in
  17545. * @param rootUrl The root url to use to load external dependencies like texture
  17546. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17547. * @returns the Parsed particle system
  17548. */
  17549. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17550. }
  17551. }
  17552. declare module "babylonjs/Particles/particle" {
  17553. import { Nullable } from "babylonjs/types";
  17554. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17555. import { Color4 } from "babylonjs/Maths/math.color";
  17556. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17557. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17558. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17559. /**
  17560. * A particle represents one of the element emitted by a particle system.
  17561. * This is mainly define by its coordinates, direction, velocity and age.
  17562. */
  17563. export class Particle {
  17564. /**
  17565. * The particle system the particle belongs to.
  17566. */
  17567. particleSystem: ParticleSystem;
  17568. private static _Count;
  17569. /**
  17570. * Unique ID of the particle
  17571. */
  17572. id: number;
  17573. /**
  17574. * The world position of the particle in the scene.
  17575. */
  17576. position: Vector3;
  17577. /**
  17578. * The world direction of the particle in the scene.
  17579. */
  17580. direction: Vector3;
  17581. /**
  17582. * The color of the particle.
  17583. */
  17584. color: Color4;
  17585. /**
  17586. * The color change of the particle per step.
  17587. */
  17588. colorStep: Color4;
  17589. /**
  17590. * Defines how long will the life of the particle be.
  17591. */
  17592. lifeTime: number;
  17593. /**
  17594. * The current age of the particle.
  17595. */
  17596. age: number;
  17597. /**
  17598. * The current size of the particle.
  17599. */
  17600. size: number;
  17601. /**
  17602. * The current scale of the particle.
  17603. */
  17604. scale: Vector2;
  17605. /**
  17606. * The current angle of the particle.
  17607. */
  17608. angle: number;
  17609. /**
  17610. * Defines how fast is the angle changing.
  17611. */
  17612. angularSpeed: number;
  17613. /**
  17614. * Defines the cell index used by the particle to be rendered from a sprite.
  17615. */
  17616. cellIndex: number;
  17617. /**
  17618. * The information required to support color remapping
  17619. */
  17620. remapData: Vector4;
  17621. /** @hidden */
  17622. _randomCellOffset?: number;
  17623. /** @hidden */
  17624. _initialDirection: Nullable<Vector3>;
  17625. /** @hidden */
  17626. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17627. /** @hidden */
  17628. _initialStartSpriteCellID: number;
  17629. /** @hidden */
  17630. _initialEndSpriteCellID: number;
  17631. /** @hidden */
  17632. _currentColorGradient: Nullable<ColorGradient>;
  17633. /** @hidden */
  17634. _currentColor1: Color4;
  17635. /** @hidden */
  17636. _currentColor2: Color4;
  17637. /** @hidden */
  17638. _currentSizeGradient: Nullable<FactorGradient>;
  17639. /** @hidden */
  17640. _currentSize1: number;
  17641. /** @hidden */
  17642. _currentSize2: number;
  17643. /** @hidden */
  17644. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17645. /** @hidden */
  17646. _currentAngularSpeed1: number;
  17647. /** @hidden */
  17648. _currentAngularSpeed2: number;
  17649. /** @hidden */
  17650. _currentVelocityGradient: Nullable<FactorGradient>;
  17651. /** @hidden */
  17652. _currentVelocity1: number;
  17653. /** @hidden */
  17654. _currentVelocity2: number;
  17655. /** @hidden */
  17656. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17657. /** @hidden */
  17658. _currentLimitVelocity1: number;
  17659. /** @hidden */
  17660. _currentLimitVelocity2: number;
  17661. /** @hidden */
  17662. _currentDragGradient: Nullable<FactorGradient>;
  17663. /** @hidden */
  17664. _currentDrag1: number;
  17665. /** @hidden */
  17666. _currentDrag2: number;
  17667. /** @hidden */
  17668. _randomNoiseCoordinates1: Vector3;
  17669. /** @hidden */
  17670. _randomNoiseCoordinates2: Vector3;
  17671. /**
  17672. * Creates a new instance Particle
  17673. * @param particleSystem the particle system the particle belongs to
  17674. */
  17675. constructor(
  17676. /**
  17677. * The particle system the particle belongs to.
  17678. */
  17679. particleSystem: ParticleSystem);
  17680. private updateCellInfoFromSystem;
  17681. /**
  17682. * Defines how the sprite cell index is updated for the particle
  17683. */
  17684. updateCellIndex(): void;
  17685. /** @hidden */
  17686. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17687. /** @hidden */
  17688. _inheritParticleInfoToSubEmitters(): void;
  17689. /** @hidden */
  17690. _reset(): void;
  17691. /**
  17692. * Copy the properties of particle to another one.
  17693. * @param other the particle to copy the information to.
  17694. */
  17695. copyTo(other: Particle): void;
  17696. }
  17697. }
  17698. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17699. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17700. import { Effect } from "babylonjs/Materials/effect";
  17701. import { Particle } from "babylonjs/Particles/particle";
  17702. /**
  17703. * Particle emitter represents a volume emitting particles.
  17704. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17705. */
  17706. export interface IParticleEmitterType {
  17707. /**
  17708. * Called by the particle System when the direction is computed for the created particle.
  17709. * @param worldMatrix is the world matrix of the particle system
  17710. * @param directionToUpdate is the direction vector to update with the result
  17711. * @param particle is the particle we are computed the direction for
  17712. */
  17713. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17714. /**
  17715. * Called by the particle System when the position is computed for the created particle.
  17716. * @param worldMatrix is the world matrix of the particle system
  17717. * @param positionToUpdate is the position vector to update with the result
  17718. * @param particle is the particle we are computed the position for
  17719. */
  17720. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17721. /**
  17722. * Clones the current emitter and returns a copy of it
  17723. * @returns the new emitter
  17724. */
  17725. clone(): IParticleEmitterType;
  17726. /**
  17727. * Called by the GPUParticleSystem to setup the update shader
  17728. * @param effect defines the update shader
  17729. */
  17730. applyToShader(effect: Effect): void;
  17731. /**
  17732. * Returns a string to use to update the GPU particles update shader
  17733. * @returns the effect defines string
  17734. */
  17735. getEffectDefines(): string;
  17736. /**
  17737. * Returns a string representing the class name
  17738. * @returns a string containing the class name
  17739. */
  17740. getClassName(): string;
  17741. /**
  17742. * Serializes the particle system to a JSON object.
  17743. * @returns the JSON object
  17744. */
  17745. serialize(): any;
  17746. /**
  17747. * Parse properties from a JSON object
  17748. * @param serializationObject defines the JSON object
  17749. */
  17750. parse(serializationObject: any): void;
  17751. }
  17752. }
  17753. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17754. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17755. import { Effect } from "babylonjs/Materials/effect";
  17756. import { Particle } from "babylonjs/Particles/particle";
  17757. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17758. /**
  17759. * Particle emitter emitting particles from the inside of a box.
  17760. * It emits the particles randomly between 2 given directions.
  17761. */
  17762. export class BoxParticleEmitter implements IParticleEmitterType {
  17763. /**
  17764. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17765. */
  17766. direction1: Vector3;
  17767. /**
  17768. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17769. */
  17770. direction2: Vector3;
  17771. /**
  17772. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17773. */
  17774. minEmitBox: Vector3;
  17775. /**
  17776. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17777. */
  17778. maxEmitBox: Vector3;
  17779. /**
  17780. * Creates a new instance BoxParticleEmitter
  17781. */
  17782. constructor();
  17783. /**
  17784. * Called by the particle System when the direction is computed for the created particle.
  17785. * @param worldMatrix is the world matrix of the particle system
  17786. * @param directionToUpdate is the direction vector to update with the result
  17787. * @param particle is the particle we are computed the direction for
  17788. */
  17789. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17790. /**
  17791. * Called by the particle System when the position is computed for the created particle.
  17792. * @param worldMatrix is the world matrix of the particle system
  17793. * @param positionToUpdate is the position vector to update with the result
  17794. * @param particle is the particle we are computed the position for
  17795. */
  17796. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17797. /**
  17798. * Clones the current emitter and returns a copy of it
  17799. * @returns the new emitter
  17800. */
  17801. clone(): BoxParticleEmitter;
  17802. /**
  17803. * Called by the GPUParticleSystem to setup the update shader
  17804. * @param effect defines the update shader
  17805. */
  17806. applyToShader(effect: Effect): void;
  17807. /**
  17808. * Returns a string to use to update the GPU particles update shader
  17809. * @returns a string containng the defines string
  17810. */
  17811. getEffectDefines(): string;
  17812. /**
  17813. * Returns the string "BoxParticleEmitter"
  17814. * @returns a string containing the class name
  17815. */
  17816. getClassName(): string;
  17817. /**
  17818. * Serializes the particle system to a JSON object.
  17819. * @returns the JSON object
  17820. */
  17821. serialize(): any;
  17822. /**
  17823. * Parse properties from a JSON object
  17824. * @param serializationObject defines the JSON object
  17825. */
  17826. parse(serializationObject: any): void;
  17827. }
  17828. }
  17829. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17830. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17831. import { Effect } from "babylonjs/Materials/effect";
  17832. import { Particle } from "babylonjs/Particles/particle";
  17833. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17834. /**
  17835. * Particle emitter emitting particles from the inside of a cone.
  17836. * It emits the particles alongside the cone volume from the base to the particle.
  17837. * The emission direction might be randomized.
  17838. */
  17839. export class ConeParticleEmitter implements IParticleEmitterType {
  17840. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17841. directionRandomizer: number;
  17842. private _radius;
  17843. private _angle;
  17844. private _height;
  17845. /**
  17846. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17847. */
  17848. radiusRange: number;
  17849. /**
  17850. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17851. */
  17852. heightRange: number;
  17853. /**
  17854. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17855. */
  17856. emitFromSpawnPointOnly: boolean;
  17857. /**
  17858. * Gets or sets the radius of the emission cone
  17859. */
  17860. radius: number;
  17861. /**
  17862. * Gets or sets the angle of the emission cone
  17863. */
  17864. angle: number;
  17865. private _buildHeight;
  17866. /**
  17867. * Creates a new instance ConeParticleEmitter
  17868. * @param radius the radius of the emission cone (1 by default)
  17869. * @param angle the cone base angle (PI by default)
  17870. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17871. */
  17872. constructor(radius?: number, angle?: number,
  17873. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17874. directionRandomizer?: number);
  17875. /**
  17876. * Called by the particle System when the direction is computed for the created particle.
  17877. * @param worldMatrix is the world matrix of the particle system
  17878. * @param directionToUpdate is the direction vector to update with the result
  17879. * @param particle is the particle we are computed the direction for
  17880. */
  17881. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17882. /**
  17883. * Called by the particle System when the position is computed for the created particle.
  17884. * @param worldMatrix is the world matrix of the particle system
  17885. * @param positionToUpdate is the position vector to update with the result
  17886. * @param particle is the particle we are computed the position for
  17887. */
  17888. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17889. /**
  17890. * Clones the current emitter and returns a copy of it
  17891. * @returns the new emitter
  17892. */
  17893. clone(): ConeParticleEmitter;
  17894. /**
  17895. * Called by the GPUParticleSystem to setup the update shader
  17896. * @param effect defines the update shader
  17897. */
  17898. applyToShader(effect: Effect): void;
  17899. /**
  17900. * Returns a string to use to update the GPU particles update shader
  17901. * @returns a string containng the defines string
  17902. */
  17903. getEffectDefines(): string;
  17904. /**
  17905. * Returns the string "ConeParticleEmitter"
  17906. * @returns a string containing the class name
  17907. */
  17908. getClassName(): string;
  17909. /**
  17910. * Serializes the particle system to a JSON object.
  17911. * @returns the JSON object
  17912. */
  17913. serialize(): any;
  17914. /**
  17915. * Parse properties from a JSON object
  17916. * @param serializationObject defines the JSON object
  17917. */
  17918. parse(serializationObject: any): void;
  17919. }
  17920. }
  17921. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17922. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17923. import { Effect } from "babylonjs/Materials/effect";
  17924. import { Particle } from "babylonjs/Particles/particle";
  17925. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17926. /**
  17927. * Particle emitter emitting particles from the inside of a cylinder.
  17928. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17929. */
  17930. export class CylinderParticleEmitter implements IParticleEmitterType {
  17931. /**
  17932. * The radius of the emission cylinder.
  17933. */
  17934. radius: number;
  17935. /**
  17936. * The height of the emission cylinder.
  17937. */
  17938. height: number;
  17939. /**
  17940. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17941. */
  17942. radiusRange: number;
  17943. /**
  17944. * How much to randomize the particle direction [0-1].
  17945. */
  17946. directionRandomizer: number;
  17947. /**
  17948. * Creates a new instance CylinderParticleEmitter
  17949. * @param radius the radius of the emission cylinder (1 by default)
  17950. * @param height the height of the emission cylinder (1 by default)
  17951. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17952. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17953. */
  17954. constructor(
  17955. /**
  17956. * The radius of the emission cylinder.
  17957. */
  17958. radius?: number,
  17959. /**
  17960. * The height of the emission cylinder.
  17961. */
  17962. height?: number,
  17963. /**
  17964. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17965. */
  17966. radiusRange?: number,
  17967. /**
  17968. * How much to randomize the particle direction [0-1].
  17969. */
  17970. directionRandomizer?: number);
  17971. /**
  17972. * Called by the particle System when the direction is computed for the created particle.
  17973. * @param worldMatrix is the world matrix of the particle system
  17974. * @param directionToUpdate is the direction vector to update with the result
  17975. * @param particle is the particle we are computed the direction for
  17976. */
  17977. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17978. /**
  17979. * Called by the particle System when the position is computed for the created particle.
  17980. * @param worldMatrix is the world matrix of the particle system
  17981. * @param positionToUpdate is the position vector to update with the result
  17982. * @param particle is the particle we are computed the position for
  17983. */
  17984. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17985. /**
  17986. * Clones the current emitter and returns a copy of it
  17987. * @returns the new emitter
  17988. */
  17989. clone(): CylinderParticleEmitter;
  17990. /**
  17991. * Called by the GPUParticleSystem to setup the update shader
  17992. * @param effect defines the update shader
  17993. */
  17994. applyToShader(effect: Effect): void;
  17995. /**
  17996. * Returns a string to use to update the GPU particles update shader
  17997. * @returns a string containng the defines string
  17998. */
  17999. getEffectDefines(): string;
  18000. /**
  18001. * Returns the string "CylinderParticleEmitter"
  18002. * @returns a string containing the class name
  18003. */
  18004. getClassName(): string;
  18005. /**
  18006. * Serializes the particle system to a JSON object.
  18007. * @returns the JSON object
  18008. */
  18009. serialize(): any;
  18010. /**
  18011. * Parse properties from a JSON object
  18012. * @param serializationObject defines the JSON object
  18013. */
  18014. parse(serializationObject: any): void;
  18015. }
  18016. /**
  18017. * Particle emitter emitting particles from the inside of a cylinder.
  18018. * It emits the particles randomly between two vectors.
  18019. */
  18020. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18021. /**
  18022. * The min limit of the emission direction.
  18023. */
  18024. direction1: Vector3;
  18025. /**
  18026. * The max limit of the emission direction.
  18027. */
  18028. direction2: Vector3;
  18029. /**
  18030. * Creates a new instance CylinderDirectedParticleEmitter
  18031. * @param radius the radius of the emission cylinder (1 by default)
  18032. * @param height the height of the emission cylinder (1 by default)
  18033. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18034. * @param direction1 the min limit of the emission direction (up vector by default)
  18035. * @param direction2 the max limit of the emission direction (up vector by default)
  18036. */
  18037. constructor(radius?: number, height?: number, radiusRange?: number,
  18038. /**
  18039. * The min limit of the emission direction.
  18040. */
  18041. direction1?: Vector3,
  18042. /**
  18043. * The max limit of the emission direction.
  18044. */
  18045. direction2?: Vector3);
  18046. /**
  18047. * Called by the particle System when the direction is computed for the created particle.
  18048. * @param worldMatrix is the world matrix of the particle system
  18049. * @param directionToUpdate is the direction vector to update with the result
  18050. * @param particle is the particle we are computed the direction for
  18051. */
  18052. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18053. /**
  18054. * Clones the current emitter and returns a copy of it
  18055. * @returns the new emitter
  18056. */
  18057. clone(): CylinderDirectedParticleEmitter;
  18058. /**
  18059. * Called by the GPUParticleSystem to setup the update shader
  18060. * @param effect defines the update shader
  18061. */
  18062. applyToShader(effect: Effect): void;
  18063. /**
  18064. * Returns a string to use to update the GPU particles update shader
  18065. * @returns a string containng the defines string
  18066. */
  18067. getEffectDefines(): string;
  18068. /**
  18069. * Returns the string "CylinderDirectedParticleEmitter"
  18070. * @returns a string containing the class name
  18071. */
  18072. getClassName(): string;
  18073. /**
  18074. * Serializes the particle system to a JSON object.
  18075. * @returns the JSON object
  18076. */
  18077. serialize(): any;
  18078. /**
  18079. * Parse properties from a JSON object
  18080. * @param serializationObject defines the JSON object
  18081. */
  18082. parse(serializationObject: any): void;
  18083. }
  18084. }
  18085. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18086. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18087. import { Effect } from "babylonjs/Materials/effect";
  18088. import { Particle } from "babylonjs/Particles/particle";
  18089. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18090. /**
  18091. * Particle emitter emitting particles from the inside of a hemisphere.
  18092. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18093. */
  18094. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18095. /**
  18096. * The radius of the emission hemisphere.
  18097. */
  18098. radius: number;
  18099. /**
  18100. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18101. */
  18102. radiusRange: number;
  18103. /**
  18104. * How much to randomize the particle direction [0-1].
  18105. */
  18106. directionRandomizer: number;
  18107. /**
  18108. * Creates a new instance HemisphericParticleEmitter
  18109. * @param radius the radius of the emission hemisphere (1 by default)
  18110. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18111. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18112. */
  18113. constructor(
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius?: number,
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange?: number,
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer?: number);
  18126. /**
  18127. * Called by the particle System when the direction is computed for the created particle.
  18128. * @param worldMatrix is the world matrix of the particle system
  18129. * @param directionToUpdate is the direction vector to update with the result
  18130. * @param particle is the particle we are computed the direction for
  18131. */
  18132. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18133. /**
  18134. * Called by the particle System when the position is computed for the created particle.
  18135. * @param worldMatrix is the world matrix of the particle system
  18136. * @param positionToUpdate is the position vector to update with the result
  18137. * @param particle is the particle we are computed the position for
  18138. */
  18139. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18140. /**
  18141. * Clones the current emitter and returns a copy of it
  18142. * @returns the new emitter
  18143. */
  18144. clone(): HemisphericParticleEmitter;
  18145. /**
  18146. * Called by the GPUParticleSystem to setup the update shader
  18147. * @param effect defines the update shader
  18148. */
  18149. applyToShader(effect: Effect): void;
  18150. /**
  18151. * Returns a string to use to update the GPU particles update shader
  18152. * @returns a string containng the defines string
  18153. */
  18154. getEffectDefines(): string;
  18155. /**
  18156. * Returns the string "HemisphericParticleEmitter"
  18157. * @returns a string containing the class name
  18158. */
  18159. getClassName(): string;
  18160. /**
  18161. * Serializes the particle system to a JSON object.
  18162. * @returns the JSON object
  18163. */
  18164. serialize(): any;
  18165. /**
  18166. * Parse properties from a JSON object
  18167. * @param serializationObject defines the JSON object
  18168. */
  18169. parse(serializationObject: any): void;
  18170. }
  18171. }
  18172. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18173. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18174. import { Effect } from "babylonjs/Materials/effect";
  18175. import { Particle } from "babylonjs/Particles/particle";
  18176. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18177. /**
  18178. * Particle emitter emitting particles from a point.
  18179. * It emits the particles randomly between 2 given directions.
  18180. */
  18181. export class PointParticleEmitter implements IParticleEmitterType {
  18182. /**
  18183. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18184. */
  18185. direction1: Vector3;
  18186. /**
  18187. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18188. */
  18189. direction2: Vector3;
  18190. /**
  18191. * Creates a new instance PointParticleEmitter
  18192. */
  18193. constructor();
  18194. /**
  18195. * Called by the particle System when the direction is computed for the created particle.
  18196. * @param worldMatrix is the world matrix of the particle system
  18197. * @param directionToUpdate is the direction vector to update with the result
  18198. * @param particle is the particle we are computed the direction for
  18199. */
  18200. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18201. /**
  18202. * Called by the particle System when the position is computed for the created particle.
  18203. * @param worldMatrix is the world matrix of the particle system
  18204. * @param positionToUpdate is the position vector to update with the result
  18205. * @param particle is the particle we are computed the position for
  18206. */
  18207. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18208. /**
  18209. * Clones the current emitter and returns a copy of it
  18210. * @returns the new emitter
  18211. */
  18212. clone(): PointParticleEmitter;
  18213. /**
  18214. * Called by the GPUParticleSystem to setup the update shader
  18215. * @param effect defines the update shader
  18216. */
  18217. applyToShader(effect: Effect): void;
  18218. /**
  18219. * Returns a string to use to update the GPU particles update shader
  18220. * @returns a string containng the defines string
  18221. */
  18222. getEffectDefines(): string;
  18223. /**
  18224. * Returns the string "PointParticleEmitter"
  18225. * @returns a string containing the class name
  18226. */
  18227. getClassName(): string;
  18228. /**
  18229. * Serializes the particle system to a JSON object.
  18230. * @returns the JSON object
  18231. */
  18232. serialize(): any;
  18233. /**
  18234. * Parse properties from a JSON object
  18235. * @param serializationObject defines the JSON object
  18236. */
  18237. parse(serializationObject: any): void;
  18238. }
  18239. }
  18240. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18241. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18242. import { Effect } from "babylonjs/Materials/effect";
  18243. import { Particle } from "babylonjs/Particles/particle";
  18244. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18245. /**
  18246. * Particle emitter emitting particles from the inside of a sphere.
  18247. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18248. */
  18249. export class SphereParticleEmitter implements IParticleEmitterType {
  18250. /**
  18251. * The radius of the emission sphere.
  18252. */
  18253. radius: number;
  18254. /**
  18255. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * How much to randomize the particle direction [0-1].
  18260. */
  18261. directionRandomizer: number;
  18262. /**
  18263. * Creates a new instance SphereParticleEmitter
  18264. * @param radius the radius of the emission sphere (1 by default)
  18265. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18266. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18267. */
  18268. constructor(
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius?: number,
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange?: number,
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer?: number);
  18281. /**
  18282. * Called by the particle System when the direction is computed for the created particle.
  18283. * @param worldMatrix is the world matrix of the particle system
  18284. * @param directionToUpdate is the direction vector to update with the result
  18285. * @param particle is the particle we are computed the direction for
  18286. */
  18287. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18288. /**
  18289. * Called by the particle System when the position is computed for the created particle.
  18290. * @param worldMatrix is the world matrix of the particle system
  18291. * @param positionToUpdate is the position vector to update with the result
  18292. * @param particle is the particle we are computed the position for
  18293. */
  18294. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18295. /**
  18296. * Clones the current emitter and returns a copy of it
  18297. * @returns the new emitter
  18298. */
  18299. clone(): SphereParticleEmitter;
  18300. /**
  18301. * Called by the GPUParticleSystem to setup the update shader
  18302. * @param effect defines the update shader
  18303. */
  18304. applyToShader(effect: Effect): void;
  18305. /**
  18306. * Returns a string to use to update the GPU particles update shader
  18307. * @returns a string containng the defines string
  18308. */
  18309. getEffectDefines(): string;
  18310. /**
  18311. * Returns the string "SphereParticleEmitter"
  18312. * @returns a string containing the class name
  18313. */
  18314. getClassName(): string;
  18315. /**
  18316. * Serializes the particle system to a JSON object.
  18317. * @returns the JSON object
  18318. */
  18319. serialize(): any;
  18320. /**
  18321. * Parse properties from a JSON object
  18322. * @param serializationObject defines the JSON object
  18323. */
  18324. parse(serializationObject: any): void;
  18325. }
  18326. /**
  18327. * Particle emitter emitting particles from the inside of a sphere.
  18328. * It emits the particles randomly between two vectors.
  18329. */
  18330. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18331. /**
  18332. * The min limit of the emission direction.
  18333. */
  18334. direction1: Vector3;
  18335. /**
  18336. * The max limit of the emission direction.
  18337. */
  18338. direction2: Vector3;
  18339. /**
  18340. * Creates a new instance SphereDirectedParticleEmitter
  18341. * @param radius the radius of the emission sphere (1 by default)
  18342. * @param direction1 the min limit of the emission direction (up vector by default)
  18343. * @param direction2 the max limit of the emission direction (up vector by default)
  18344. */
  18345. constructor(radius?: number,
  18346. /**
  18347. * The min limit of the emission direction.
  18348. */
  18349. direction1?: Vector3,
  18350. /**
  18351. * The max limit of the emission direction.
  18352. */
  18353. direction2?: Vector3);
  18354. /**
  18355. * Called by the particle System when the direction is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param directionToUpdate is the direction vector to update with the result
  18358. * @param particle is the particle we are computed the direction for
  18359. */
  18360. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): SphereDirectedParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "SphereDirectedParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. }
  18393. declare module "babylonjs/Particles/EmitterTypes/index" {
  18394. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18395. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18396. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18397. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18398. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18399. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18400. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18401. }
  18402. declare module "babylonjs/Particles/IParticleSystem" {
  18403. import { Nullable } from "babylonjs/types";
  18404. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18405. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18406. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18407. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18408. import { Texture } from "babylonjs/Materials/Textures/texture";
  18409. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18410. import { Scene } from "babylonjs/scene";
  18411. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18412. import { Animation } from "babylonjs/Animations/animation";
  18413. /**
  18414. * Interface representing a particle system in Babylon.js.
  18415. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18416. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18417. */
  18418. export interface IParticleSystem {
  18419. /**
  18420. * List of animations used by the particle system.
  18421. */
  18422. animations: Animation[];
  18423. /**
  18424. * The id of the Particle system.
  18425. */
  18426. id: string;
  18427. /**
  18428. * The name of the Particle system.
  18429. */
  18430. name: string;
  18431. /**
  18432. * The emitter represents the Mesh or position we are attaching the particle system to.
  18433. */
  18434. emitter: Nullable<AbstractMesh | Vector3>;
  18435. /**
  18436. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18437. */
  18438. isBillboardBased: boolean;
  18439. /**
  18440. * The rendering group used by the Particle system to chose when to render.
  18441. */
  18442. renderingGroupId: number;
  18443. /**
  18444. * The layer mask we are rendering the particles through.
  18445. */
  18446. layerMask: number;
  18447. /**
  18448. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18449. */
  18450. updateSpeed: number;
  18451. /**
  18452. * The amount of time the particle system is running (depends of the overall update speed).
  18453. */
  18454. targetStopDuration: number;
  18455. /**
  18456. * The texture used to render each particle. (this can be a spritesheet)
  18457. */
  18458. particleTexture: Nullable<Texture>;
  18459. /**
  18460. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18461. */
  18462. blendMode: number;
  18463. /**
  18464. * Minimum life time of emitting particles.
  18465. */
  18466. minLifeTime: number;
  18467. /**
  18468. * Maximum life time of emitting particles.
  18469. */
  18470. maxLifeTime: number;
  18471. /**
  18472. * Minimum Size of emitting particles.
  18473. */
  18474. minSize: number;
  18475. /**
  18476. * Maximum Size of emitting particles.
  18477. */
  18478. maxSize: number;
  18479. /**
  18480. * Minimum scale of emitting particles on X axis.
  18481. */
  18482. minScaleX: number;
  18483. /**
  18484. * Maximum scale of emitting particles on X axis.
  18485. */
  18486. maxScaleX: number;
  18487. /**
  18488. * Minimum scale of emitting particles on Y axis.
  18489. */
  18490. minScaleY: number;
  18491. /**
  18492. * Maximum scale of emitting particles on Y axis.
  18493. */
  18494. maxScaleY: number;
  18495. /**
  18496. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18497. */
  18498. color1: Color4;
  18499. /**
  18500. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18501. */
  18502. color2: Color4;
  18503. /**
  18504. * Color the particle will have at the end of its lifetime.
  18505. */
  18506. colorDead: Color4;
  18507. /**
  18508. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18509. */
  18510. emitRate: number;
  18511. /**
  18512. * You can use gravity if you want to give an orientation to your particles.
  18513. */
  18514. gravity: Vector3;
  18515. /**
  18516. * Minimum power of emitting particles.
  18517. */
  18518. minEmitPower: number;
  18519. /**
  18520. * Maximum power of emitting particles.
  18521. */
  18522. maxEmitPower: number;
  18523. /**
  18524. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18525. */
  18526. minAngularSpeed: number;
  18527. /**
  18528. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18529. */
  18530. maxAngularSpeed: number;
  18531. /**
  18532. * Gets or sets the minimal initial rotation in radians.
  18533. */
  18534. minInitialRotation: number;
  18535. /**
  18536. * Gets or sets the maximal initial rotation in radians.
  18537. */
  18538. maxInitialRotation: number;
  18539. /**
  18540. * The particle emitter type defines the emitter used by the particle system.
  18541. * It can be for example box, sphere, or cone...
  18542. */
  18543. particleEmitterType: Nullable<IParticleEmitterType>;
  18544. /**
  18545. * Defines the delay in milliseconds before starting the system (0 by default)
  18546. */
  18547. startDelay: number;
  18548. /**
  18549. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18550. */
  18551. preWarmCycles: number;
  18552. /**
  18553. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18554. */
  18555. preWarmStepOffset: number;
  18556. /**
  18557. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18558. */
  18559. spriteCellChangeSpeed: number;
  18560. /**
  18561. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18562. */
  18563. startSpriteCellID: number;
  18564. /**
  18565. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18566. */
  18567. endSpriteCellID: number;
  18568. /**
  18569. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18570. */
  18571. spriteCellWidth: number;
  18572. /**
  18573. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18574. */
  18575. spriteCellHeight: number;
  18576. /**
  18577. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18578. */
  18579. spriteRandomStartCell: boolean;
  18580. /**
  18581. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18582. */
  18583. isAnimationSheetEnabled: boolean;
  18584. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18585. translationPivot: Vector2;
  18586. /**
  18587. * Gets or sets a texture used to add random noise to particle positions
  18588. */
  18589. noiseTexture: Nullable<BaseTexture>;
  18590. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18591. noiseStrength: Vector3;
  18592. /**
  18593. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18594. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18595. */
  18596. billboardMode: number;
  18597. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18598. limitVelocityDamping: number;
  18599. /**
  18600. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18601. */
  18602. beginAnimationOnStart: boolean;
  18603. /**
  18604. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18605. */
  18606. beginAnimationFrom: number;
  18607. /**
  18608. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18609. */
  18610. beginAnimationTo: number;
  18611. /**
  18612. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18613. */
  18614. beginAnimationLoop: boolean;
  18615. /**
  18616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18617. */
  18618. disposeOnStop: boolean;
  18619. /**
  18620. * Gets the maximum number of particles active at the same time.
  18621. * @returns The max number of active particles.
  18622. */
  18623. getCapacity(): number;
  18624. /**
  18625. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18626. * @returns True if it has been started, otherwise false.
  18627. */
  18628. isStarted(): boolean;
  18629. /**
  18630. * Animates the particle system for this frame.
  18631. */
  18632. animate(): void;
  18633. /**
  18634. * Renders the particle system in its current state.
  18635. * @returns the current number of particles
  18636. */
  18637. render(): number;
  18638. /**
  18639. * Dispose the particle system and frees its associated resources.
  18640. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18641. */
  18642. dispose(disposeTexture?: boolean): void;
  18643. /**
  18644. * Clones the particle system.
  18645. * @param name The name of the cloned object
  18646. * @param newEmitter The new emitter to use
  18647. * @returns the cloned particle system
  18648. */
  18649. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18650. /**
  18651. * Serializes the particle system to a JSON object.
  18652. * @returns the JSON object
  18653. */
  18654. serialize(): any;
  18655. /**
  18656. * Rebuild the particle system
  18657. */
  18658. rebuild(): void;
  18659. /**
  18660. * Starts the particle system and begins to emit
  18661. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18662. */
  18663. start(delay?: number): void;
  18664. /**
  18665. * Stops the particle system.
  18666. */
  18667. stop(): void;
  18668. /**
  18669. * Remove all active particles
  18670. */
  18671. reset(): void;
  18672. /**
  18673. * Is this system ready to be used/rendered
  18674. * @return true if the system is ready
  18675. */
  18676. isReady(): boolean;
  18677. /**
  18678. * Adds a new color gradient
  18679. * @param gradient defines the gradient to use (between 0 and 1)
  18680. * @param color1 defines the color to affect to the specified gradient
  18681. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18682. * @returns the current particle system
  18683. */
  18684. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18685. /**
  18686. * Remove a specific color gradient
  18687. * @param gradient defines the gradient to remove
  18688. * @returns the current particle system
  18689. */
  18690. removeColorGradient(gradient: number): IParticleSystem;
  18691. /**
  18692. * Adds a new size gradient
  18693. * @param gradient defines the gradient to use (between 0 and 1)
  18694. * @param factor defines the size factor to affect to the specified gradient
  18695. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18696. * @returns the current particle system
  18697. */
  18698. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18699. /**
  18700. * Remove a specific size gradient
  18701. * @param gradient defines the gradient to remove
  18702. * @returns the current particle system
  18703. */
  18704. removeSizeGradient(gradient: number): IParticleSystem;
  18705. /**
  18706. * Gets the current list of color gradients.
  18707. * You must use addColorGradient and removeColorGradient to udpate this list
  18708. * @returns the list of color gradients
  18709. */
  18710. getColorGradients(): Nullable<Array<ColorGradient>>;
  18711. /**
  18712. * Gets the current list of size gradients.
  18713. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18714. * @returns the list of size gradients
  18715. */
  18716. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18717. /**
  18718. * Gets the current list of angular speed gradients.
  18719. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18720. * @returns the list of angular speed gradients
  18721. */
  18722. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18723. /**
  18724. * Adds a new angular speed gradient
  18725. * @param gradient defines the gradient to use (between 0 and 1)
  18726. * @param factor defines the angular speed to affect to the specified gradient
  18727. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18728. * @returns the current particle system
  18729. */
  18730. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18731. /**
  18732. * Remove a specific angular speed gradient
  18733. * @param gradient defines the gradient to remove
  18734. * @returns the current particle system
  18735. */
  18736. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18737. /**
  18738. * Gets the current list of velocity gradients.
  18739. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18740. * @returns the list of velocity gradients
  18741. */
  18742. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18743. /**
  18744. * Adds a new velocity gradient
  18745. * @param gradient defines the gradient to use (between 0 and 1)
  18746. * @param factor defines the velocity to affect to the specified gradient
  18747. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18748. * @returns the current particle system
  18749. */
  18750. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18751. /**
  18752. * Remove a specific velocity gradient
  18753. * @param gradient defines the gradient to remove
  18754. * @returns the current particle system
  18755. */
  18756. removeVelocityGradient(gradient: number): IParticleSystem;
  18757. /**
  18758. * Gets the current list of limit velocity gradients.
  18759. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18760. * @returns the list of limit velocity gradients
  18761. */
  18762. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18763. /**
  18764. * Adds a new limit velocity gradient
  18765. * @param gradient defines the gradient to use (between 0 and 1)
  18766. * @param factor defines the limit velocity to affect to the specified gradient
  18767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18768. * @returns the current particle system
  18769. */
  18770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18771. /**
  18772. * Remove a specific limit velocity gradient
  18773. * @param gradient defines the gradient to remove
  18774. * @returns the current particle system
  18775. */
  18776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18777. /**
  18778. * Adds a new drag gradient
  18779. * @param gradient defines the gradient to use (between 0 and 1)
  18780. * @param factor defines the drag to affect to the specified gradient
  18781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18782. * @returns the current particle system
  18783. */
  18784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18785. /**
  18786. * Remove a specific drag gradient
  18787. * @param gradient defines the gradient to remove
  18788. * @returns the current particle system
  18789. */
  18790. removeDragGradient(gradient: number): IParticleSystem;
  18791. /**
  18792. * Gets the current list of drag gradients.
  18793. * You must use addDragGradient and removeDragGradient to udpate this list
  18794. * @returns the list of drag gradients
  18795. */
  18796. getDragGradients(): Nullable<Array<FactorGradient>>;
  18797. /**
  18798. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18799. * @param gradient defines the gradient to use (between 0 and 1)
  18800. * @param factor defines the emit rate to affect to the specified gradient
  18801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18802. * @returns the current particle system
  18803. */
  18804. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18805. /**
  18806. * Remove a specific emit rate gradient
  18807. * @param gradient defines the gradient to remove
  18808. * @returns the current particle system
  18809. */
  18810. removeEmitRateGradient(gradient: number): IParticleSystem;
  18811. /**
  18812. * Gets the current list of emit rate gradients.
  18813. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18814. * @returns the list of emit rate gradients
  18815. */
  18816. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18817. /**
  18818. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18819. * @param gradient defines the gradient to use (between 0 and 1)
  18820. * @param factor defines the start size to affect to the specified gradient
  18821. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18822. * @returns the current particle system
  18823. */
  18824. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18825. /**
  18826. * Remove a specific start size gradient
  18827. * @param gradient defines the gradient to remove
  18828. * @returns the current particle system
  18829. */
  18830. removeStartSizeGradient(gradient: number): IParticleSystem;
  18831. /**
  18832. * Gets the current list of start size gradients.
  18833. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18834. * @returns the list of start size gradients
  18835. */
  18836. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18837. /**
  18838. * Adds a new life time gradient
  18839. * @param gradient defines the gradient to use (between 0 and 1)
  18840. * @param factor defines the life time factor to affect to the specified gradient
  18841. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18842. * @returns the current particle system
  18843. */
  18844. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18845. /**
  18846. * Remove a specific life time gradient
  18847. * @param gradient defines the gradient to remove
  18848. * @returns the current particle system
  18849. */
  18850. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18851. /**
  18852. * Gets the current list of life time gradients.
  18853. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18854. * @returns the list of life time gradients
  18855. */
  18856. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18857. /**
  18858. * Gets the current list of color gradients.
  18859. * You must use addColorGradient and removeColorGradient to udpate this list
  18860. * @returns the list of color gradients
  18861. */
  18862. getColorGradients(): Nullable<Array<ColorGradient>>;
  18863. /**
  18864. * Adds a new ramp gradient used to remap particle colors
  18865. * @param gradient defines the gradient to use (between 0 and 1)
  18866. * @param color defines the color to affect to the specified gradient
  18867. * @returns the current particle system
  18868. */
  18869. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18870. /**
  18871. * Gets the current list of ramp gradients.
  18872. * You must use addRampGradient and removeRampGradient to udpate this list
  18873. * @returns the list of ramp gradients
  18874. */
  18875. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18876. /** Gets or sets a boolean indicating that ramp gradients must be used
  18877. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18878. */
  18879. useRampGradients: boolean;
  18880. /**
  18881. * Adds a new color remap gradient
  18882. * @param gradient defines the gradient to use (between 0 and 1)
  18883. * @param min defines the color remap minimal range
  18884. * @param max defines the color remap maximal range
  18885. * @returns the current particle system
  18886. */
  18887. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of color remap gradients.
  18890. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18891. * @returns the list of color remap gradients
  18892. */
  18893. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new alpha remap gradient
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param min defines the alpha remap minimal range
  18898. * @param max defines the alpha remap maximal range
  18899. * @returns the current particle system
  18900. */
  18901. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18902. /**
  18903. * Gets the current list of alpha remap gradients.
  18904. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18905. * @returns the list of alpha remap gradients
  18906. */
  18907. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18908. /**
  18909. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18910. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18911. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18912. * @returns the emitter
  18913. */
  18914. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18915. /**
  18916. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18917. * @param radius The radius of the hemisphere to emit from
  18918. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18919. * @returns the emitter
  18920. */
  18921. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18922. /**
  18923. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18924. * @param radius The radius of the sphere to emit from
  18925. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18926. * @returns the emitter
  18927. */
  18928. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18929. /**
  18930. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18931. * @param radius The radius of the sphere to emit from
  18932. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18933. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18934. * @returns the emitter
  18935. */
  18936. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18937. /**
  18938. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18939. * @param radius The radius of the emission cylinder
  18940. * @param height The height of the emission cylinder
  18941. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18942. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18943. * @returns the emitter
  18944. */
  18945. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18946. /**
  18947. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18948. * @param radius The radius of the cylinder to emit from
  18949. * @param height The height of the emission cylinder
  18950. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18953. * @returns the emitter
  18954. */
  18955. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18958. * @param radius The radius of the cone to emit from
  18959. * @param angle The base angle of the cone
  18960. * @returns the emitter
  18961. */
  18962. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18963. /**
  18964. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18965. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18966. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18967. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18968. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18969. * @returns the emitter
  18970. */
  18971. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18972. /**
  18973. * Get hosting scene
  18974. * @returns the scene
  18975. */
  18976. getScene(): Scene;
  18977. }
  18978. }
  18979. declare module "babylonjs/Meshes/instancedMesh" {
  18980. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  18981. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18982. import { Camera } from "babylonjs/Cameras/camera";
  18983. import { Node } from "babylonjs/node";
  18984. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18985. import { Mesh } from "babylonjs/Meshes/mesh";
  18986. import { Material } from "babylonjs/Materials/material";
  18987. import { Skeleton } from "babylonjs/Bones/skeleton";
  18988. import { Light } from "babylonjs/Lights/light";
  18989. /**
  18990. * Creates an instance based on a source mesh.
  18991. */
  18992. export class InstancedMesh extends AbstractMesh {
  18993. private _sourceMesh;
  18994. private _currentLOD;
  18995. /** @hidden */
  18996. _indexInSourceMeshInstanceArray: number;
  18997. constructor(name: string, source: Mesh);
  18998. /**
  18999. * Returns the string "InstancedMesh".
  19000. */
  19001. getClassName(): string;
  19002. /** Gets the list of lights affecting that mesh */
  19003. readonly lightSources: Light[];
  19004. _resyncLightSources(): void;
  19005. _resyncLighSource(light: Light): void;
  19006. _removeLightSource(light: Light): void;
  19007. /**
  19008. * If the source mesh receives shadows
  19009. */
  19010. readonly receiveShadows: boolean;
  19011. /**
  19012. * The material of the source mesh
  19013. */
  19014. readonly material: Nullable<Material>;
  19015. /**
  19016. * Visibility of the source mesh
  19017. */
  19018. readonly visibility: number;
  19019. /**
  19020. * Skeleton of the source mesh
  19021. */
  19022. readonly skeleton: Nullable<Skeleton>;
  19023. /**
  19024. * Rendering ground id of the source mesh
  19025. */
  19026. renderingGroupId: number;
  19027. /**
  19028. * Returns the total number of vertices (integer).
  19029. */
  19030. getTotalVertices(): number;
  19031. /**
  19032. * Returns a positive integer : the total number of indices in this mesh geometry.
  19033. * @returns the numner of indices or zero if the mesh has no geometry.
  19034. */
  19035. getTotalIndices(): number;
  19036. /**
  19037. * The source mesh of the instance
  19038. */
  19039. readonly sourceMesh: Mesh;
  19040. /**
  19041. * Is this node ready to be used/rendered
  19042. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19043. * @return {boolean} is it ready
  19044. */
  19045. isReady(completeCheck?: boolean): boolean;
  19046. /**
  19047. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19048. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19049. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19050. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19051. */
  19052. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19053. /**
  19054. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19055. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19056. * The `data` are either a numeric array either a Float32Array.
  19057. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19058. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19059. * Note that a new underlying VertexBuffer object is created each call.
  19060. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19061. *
  19062. * Possible `kind` values :
  19063. * - VertexBuffer.PositionKind
  19064. * - VertexBuffer.UVKind
  19065. * - VertexBuffer.UV2Kind
  19066. * - VertexBuffer.UV3Kind
  19067. * - VertexBuffer.UV4Kind
  19068. * - VertexBuffer.UV5Kind
  19069. * - VertexBuffer.UV6Kind
  19070. * - VertexBuffer.ColorKind
  19071. * - VertexBuffer.MatricesIndicesKind
  19072. * - VertexBuffer.MatricesIndicesExtraKind
  19073. * - VertexBuffer.MatricesWeightsKind
  19074. * - VertexBuffer.MatricesWeightsExtraKind
  19075. *
  19076. * Returns the Mesh.
  19077. */
  19078. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19079. /**
  19080. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19081. * If the mesh has no geometry, it is simply returned as it is.
  19082. * The `data` are either a numeric array either a Float32Array.
  19083. * No new underlying VertexBuffer object is created.
  19084. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19085. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19086. *
  19087. * Possible `kind` values :
  19088. * - VertexBuffer.PositionKind
  19089. * - VertexBuffer.UVKind
  19090. * - VertexBuffer.UV2Kind
  19091. * - VertexBuffer.UV3Kind
  19092. * - VertexBuffer.UV4Kind
  19093. * - VertexBuffer.UV5Kind
  19094. * - VertexBuffer.UV6Kind
  19095. * - VertexBuffer.ColorKind
  19096. * - VertexBuffer.MatricesIndicesKind
  19097. * - VertexBuffer.MatricesIndicesExtraKind
  19098. * - VertexBuffer.MatricesWeightsKind
  19099. * - VertexBuffer.MatricesWeightsExtraKind
  19100. *
  19101. * Returns the Mesh.
  19102. */
  19103. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19104. /**
  19105. * Sets the mesh indices.
  19106. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19107. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19108. * This method creates a new index buffer each call.
  19109. * Returns the Mesh.
  19110. */
  19111. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19112. /**
  19113. * Boolean : True if the mesh owns the requested kind of data.
  19114. */
  19115. isVerticesDataPresent(kind: string): boolean;
  19116. /**
  19117. * Returns an array of indices (IndicesArray).
  19118. */
  19119. getIndices(): Nullable<IndicesArray>;
  19120. readonly _positions: Nullable<Vector3[]>;
  19121. /**
  19122. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19123. * This means the mesh underlying bounding box and sphere are recomputed.
  19124. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19125. * @returns the current mesh
  19126. */
  19127. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19128. /** @hidden */
  19129. _preActivate(): InstancedMesh;
  19130. /** @hidden */
  19131. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19132. /** @hidden */
  19133. _postActivate(): void;
  19134. getWorldMatrix(): Matrix;
  19135. readonly isAnInstance: boolean;
  19136. /**
  19137. * Returns the current associated LOD AbstractMesh.
  19138. */
  19139. getLOD(camera: Camera): AbstractMesh;
  19140. /** @hidden */
  19141. _syncSubMeshes(): InstancedMesh;
  19142. /** @hidden */
  19143. _generatePointsArray(): boolean;
  19144. /**
  19145. * Creates a new InstancedMesh from the current mesh.
  19146. * - name (string) : the cloned mesh name
  19147. * - newParent (optional Node) : the optional Node to parent the clone to.
  19148. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19149. *
  19150. * Returns the clone.
  19151. */
  19152. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19153. /**
  19154. * Disposes the InstancedMesh.
  19155. * Returns nothing.
  19156. */
  19157. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19158. }
  19159. }
  19160. declare module "babylonjs/Materials/shaderMaterial" {
  19161. import { Scene } from "babylonjs/scene";
  19162. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19164. import { Mesh } from "babylonjs/Meshes/mesh";
  19165. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19166. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19167. import { Texture } from "babylonjs/Materials/Textures/texture";
  19168. import { Material } from "babylonjs/Materials/material";
  19169. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19170. /**
  19171. * Defines the options associated with the creation of a shader material.
  19172. */
  19173. export interface IShaderMaterialOptions {
  19174. /**
  19175. * Does the material work in alpha blend mode
  19176. */
  19177. needAlphaBlending: boolean;
  19178. /**
  19179. * Does the material work in alpha test mode
  19180. */
  19181. needAlphaTesting: boolean;
  19182. /**
  19183. * The list of attribute names used in the shader
  19184. */
  19185. attributes: string[];
  19186. /**
  19187. * The list of unifrom names used in the shader
  19188. */
  19189. uniforms: string[];
  19190. /**
  19191. * The list of UBO names used in the shader
  19192. */
  19193. uniformBuffers: string[];
  19194. /**
  19195. * The list of sampler names used in the shader
  19196. */
  19197. samplers: string[];
  19198. /**
  19199. * The list of defines used in the shader
  19200. */
  19201. defines: string[];
  19202. }
  19203. /**
  19204. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19205. *
  19206. * This returned material effects how the mesh will look based on the code in the shaders.
  19207. *
  19208. * @see http://doc.babylonjs.com/how_to/shader_material
  19209. */
  19210. export class ShaderMaterial extends Material {
  19211. private _shaderPath;
  19212. private _options;
  19213. private _textures;
  19214. private _textureArrays;
  19215. private _floats;
  19216. private _ints;
  19217. private _floatsArrays;
  19218. private _colors3;
  19219. private _colors3Arrays;
  19220. private _colors4;
  19221. private _colors4Arrays;
  19222. private _vectors2;
  19223. private _vectors3;
  19224. private _vectors4;
  19225. private _matrices;
  19226. private _matrices3x3;
  19227. private _matrices2x2;
  19228. private _vectors2Arrays;
  19229. private _vectors3Arrays;
  19230. private _vectors4Arrays;
  19231. private _cachedWorldViewMatrix;
  19232. private _cachedWorldViewProjectionMatrix;
  19233. private _renderId;
  19234. /**
  19235. * Instantiate a new shader material.
  19236. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19237. * This returned material effects how the mesh will look based on the code in the shaders.
  19238. * @see http://doc.babylonjs.com/how_to/shader_material
  19239. * @param name Define the name of the material in the scene
  19240. * @param scene Define the scene the material belongs to
  19241. * @param shaderPath Defines the route to the shader code in one of three ways:
  19242. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19243. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19244. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19245. * @param options Define the options used to create the shader
  19246. */
  19247. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19248. /**
  19249. * Gets the options used to compile the shader.
  19250. * They can be modified to trigger a new compilation
  19251. */
  19252. readonly options: IShaderMaterialOptions;
  19253. /**
  19254. * Gets the current class name of the material e.g. "ShaderMaterial"
  19255. * Mainly use in serialization.
  19256. * @returns the class name
  19257. */
  19258. getClassName(): string;
  19259. /**
  19260. * Specifies if the material will require alpha blending
  19261. * @returns a boolean specifying if alpha blending is needed
  19262. */
  19263. needAlphaBlending(): boolean;
  19264. /**
  19265. * Specifies if this material should be rendered in alpha test mode
  19266. * @returns a boolean specifying if an alpha test is needed.
  19267. */
  19268. needAlphaTesting(): boolean;
  19269. private _checkUniform;
  19270. /**
  19271. * Set a texture in the shader.
  19272. * @param name Define the name of the uniform samplers as defined in the shader
  19273. * @param texture Define the texture to bind to this sampler
  19274. * @return the material itself allowing "fluent" like uniform updates
  19275. */
  19276. setTexture(name: string, texture: Texture): ShaderMaterial;
  19277. /**
  19278. * Set a texture array in the shader.
  19279. * @param name Define the name of the uniform sampler array as defined in the shader
  19280. * @param textures Define the list of textures to bind to this sampler
  19281. * @return the material itself allowing "fluent" like uniform updates
  19282. */
  19283. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19284. /**
  19285. * Set a float in the shader.
  19286. * @param name Define the name of the uniform as defined in the shader
  19287. * @param value Define the value to give to the uniform
  19288. * @return the material itself allowing "fluent" like uniform updates
  19289. */
  19290. setFloat(name: string, value: number): ShaderMaterial;
  19291. /**
  19292. * Set a int in the shader.
  19293. * @param name Define the name of the uniform as defined in the shader
  19294. * @param value Define the value to give to the uniform
  19295. * @return the material itself allowing "fluent" like uniform updates
  19296. */
  19297. setInt(name: string, value: number): ShaderMaterial;
  19298. /**
  19299. * Set an array of floats in the shader.
  19300. * @param name Define the name of the uniform as defined in the shader
  19301. * @param value Define the value to give to the uniform
  19302. * @return the material itself allowing "fluent" like uniform updates
  19303. */
  19304. setFloats(name: string, value: number[]): ShaderMaterial;
  19305. /**
  19306. * Set a vec3 in the shader from a Color3.
  19307. * @param name Define the name of the uniform as defined in the shader
  19308. * @param value Define the value to give to the uniform
  19309. * @return the material itself allowing "fluent" like uniform updates
  19310. */
  19311. setColor3(name: string, value: Color3): ShaderMaterial;
  19312. /**
  19313. * Set a vec3 array in the shader from a Color3 array.
  19314. * @param name Define the name of the uniform as defined in the shader
  19315. * @param value Define the value to give to the uniform
  19316. * @return the material itself allowing "fluent" like uniform updates
  19317. */
  19318. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19319. /**
  19320. * Set a vec4 in the shader from a Color4.
  19321. * @param name Define the name of the uniform as defined in the shader
  19322. * @param value Define the value to give to the uniform
  19323. * @return the material itself allowing "fluent" like uniform updates
  19324. */
  19325. setColor4(name: string, value: Color4): ShaderMaterial;
  19326. /**
  19327. * Set a vec4 array in the shader from a Color4 array.
  19328. * @param name Define the name of the uniform as defined in the shader
  19329. * @param value Define the value to give to the uniform
  19330. * @return the material itself allowing "fluent" like uniform updates
  19331. */
  19332. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19333. /**
  19334. * Set a vec2 in the shader from a Vector2.
  19335. * @param name Define the name of the uniform as defined in the shader
  19336. * @param value Define the value to give to the uniform
  19337. * @return the material itself allowing "fluent" like uniform updates
  19338. */
  19339. setVector2(name: string, value: Vector2): ShaderMaterial;
  19340. /**
  19341. * Set a vec3 in the shader from a Vector3.
  19342. * @param name Define the name of the uniform as defined in the shader
  19343. * @param value Define the value to give to the uniform
  19344. * @return the material itself allowing "fluent" like uniform updates
  19345. */
  19346. setVector3(name: string, value: Vector3): ShaderMaterial;
  19347. /**
  19348. * Set a vec4 in the shader from a Vector4.
  19349. * @param name Define the name of the uniform as defined in the shader
  19350. * @param value Define the value to give to the uniform
  19351. * @return the material itself allowing "fluent" like uniform updates
  19352. */
  19353. setVector4(name: string, value: Vector4): ShaderMaterial;
  19354. /**
  19355. * Set a mat4 in the shader from a Matrix.
  19356. * @param name Define the name of the uniform as defined in the shader
  19357. * @param value Define the value to give to the uniform
  19358. * @return the material itself allowing "fluent" like uniform updates
  19359. */
  19360. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19361. /**
  19362. * Set a mat3 in the shader from a Float32Array.
  19363. * @param name Define the name of the uniform as defined in the shader
  19364. * @param value Define the value to give to the uniform
  19365. * @return the material itself allowing "fluent" like uniform updates
  19366. */
  19367. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19368. /**
  19369. * Set a mat2 in the shader from a Float32Array.
  19370. * @param name Define the name of the uniform as defined in the shader
  19371. * @param value Define the value to give to the uniform
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19375. /**
  19376. * Set a vec2 array in the shader from a number array.
  19377. * @param name Define the name of the uniform as defined in the shader
  19378. * @param value Define the value to give to the uniform
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setArray2(name: string, value: number[]): ShaderMaterial;
  19382. /**
  19383. * Set a vec3 array in the shader from a number array.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setArray3(name: string, value: number[]): ShaderMaterial;
  19389. /**
  19390. * Set a vec4 array in the shader from a number array.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setArray4(name: string, value: number[]): ShaderMaterial;
  19396. private _checkCache;
  19397. /**
  19398. * Specifies that the submesh is ready to be used
  19399. * @param mesh defines the mesh to check
  19400. * @param subMesh defines which submesh to check
  19401. * @param useInstances specifies that instances should be used
  19402. * @returns a boolean indicating that the submesh is ready or not
  19403. */
  19404. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19405. /**
  19406. * Checks if the material is ready to render the requested mesh
  19407. * @param mesh Define the mesh to render
  19408. * @param useInstances Define whether or not the material is used with instances
  19409. * @returns true if ready, otherwise false
  19410. */
  19411. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19412. /**
  19413. * Binds the world matrix to the material
  19414. * @param world defines the world transformation matrix
  19415. */
  19416. bindOnlyWorldMatrix(world: Matrix): void;
  19417. /**
  19418. * Binds the material to the mesh
  19419. * @param world defines the world transformation matrix
  19420. * @param mesh defines the mesh to bind the material to
  19421. */
  19422. bind(world: Matrix, mesh?: Mesh): void;
  19423. /**
  19424. * Gets the active textures from the material
  19425. * @returns an array of textures
  19426. */
  19427. getActiveTextures(): BaseTexture[];
  19428. /**
  19429. * Specifies if the material uses a texture
  19430. * @param texture defines the texture to check against the material
  19431. * @returns a boolean specifying if the material uses the texture
  19432. */
  19433. hasTexture(texture: BaseTexture): boolean;
  19434. /**
  19435. * Makes a duplicate of the material, and gives it a new name
  19436. * @param name defines the new name for the duplicated material
  19437. * @returns the cloned material
  19438. */
  19439. clone(name: string): ShaderMaterial;
  19440. /**
  19441. * Disposes the material
  19442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19445. */
  19446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19447. /**
  19448. * Serializes this material in a JSON representation
  19449. * @returns the serialized material object
  19450. */
  19451. serialize(): any;
  19452. /**
  19453. * Creates a shader material from parsed shader material data
  19454. * @param source defines the JSON represnetation of the material
  19455. * @param scene defines the hosting scene
  19456. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19457. * @returns a new material
  19458. */
  19459. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19460. }
  19461. }
  19462. declare module "babylonjs/Shaders/color.fragment" {
  19463. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19464. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19465. /** @hidden */
  19466. export var colorPixelShader: {
  19467. name: string;
  19468. shader: string;
  19469. };
  19470. }
  19471. declare module "babylonjs/Shaders/color.vertex" {
  19472. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19473. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19474. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19475. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19476. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19477. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19478. /** @hidden */
  19479. export var colorVertexShader: {
  19480. name: string;
  19481. shader: string;
  19482. };
  19483. }
  19484. declare module "babylonjs/Meshes/linesMesh" {
  19485. import { Nullable } from "babylonjs/types";
  19486. import { Scene } from "babylonjs/scene";
  19487. import { Color3 } from "babylonjs/Maths/math.color";
  19488. import { Node } from "babylonjs/node";
  19489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19490. import { Mesh } from "babylonjs/Meshes/mesh";
  19491. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19492. import { Effect } from "babylonjs/Materials/effect";
  19493. import { Material } from "babylonjs/Materials/material";
  19494. import "babylonjs/Shaders/color.fragment";
  19495. import "babylonjs/Shaders/color.vertex";
  19496. /**
  19497. * Line mesh
  19498. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19499. */
  19500. export class LinesMesh extends Mesh {
  19501. /**
  19502. * If vertex color should be applied to the mesh
  19503. */
  19504. readonly useVertexColor?: boolean | undefined;
  19505. /**
  19506. * If vertex alpha should be applied to the mesh
  19507. */
  19508. readonly useVertexAlpha?: boolean | undefined;
  19509. /**
  19510. * Color of the line (Default: White)
  19511. */
  19512. color: Color3;
  19513. /**
  19514. * Alpha of the line (Default: 1)
  19515. */
  19516. alpha: number;
  19517. /**
  19518. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19519. * This margin is expressed in world space coordinates, so its value may vary.
  19520. * Default value is 0.1
  19521. */
  19522. intersectionThreshold: number;
  19523. private _colorShader;
  19524. private color4;
  19525. /**
  19526. * Creates a new LinesMesh
  19527. * @param name defines the name
  19528. * @param scene defines the hosting scene
  19529. * @param parent defines the parent mesh if any
  19530. * @param source defines the optional source LinesMesh used to clone data from
  19531. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19532. * When false, achieved by calling a clone(), also passing False.
  19533. * This will make creation of children, recursive.
  19534. * @param useVertexColor defines if this LinesMesh supports vertex color
  19535. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19536. */
  19537. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19538. /**
  19539. * If vertex color should be applied to the mesh
  19540. */
  19541. useVertexColor?: boolean | undefined,
  19542. /**
  19543. * If vertex alpha should be applied to the mesh
  19544. */
  19545. useVertexAlpha?: boolean | undefined);
  19546. private _addClipPlaneDefine;
  19547. private _removeClipPlaneDefine;
  19548. isReady(): boolean;
  19549. /**
  19550. * Returns the string "LineMesh"
  19551. */
  19552. getClassName(): string;
  19553. /**
  19554. * @hidden
  19555. */
  19556. /**
  19557. * @hidden
  19558. */
  19559. material: Material;
  19560. /**
  19561. * @hidden
  19562. */
  19563. readonly checkCollisions: boolean;
  19564. /** @hidden */
  19565. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19566. /** @hidden */
  19567. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19568. /**
  19569. * Disposes of the line mesh
  19570. * @param doNotRecurse If children should be disposed
  19571. */
  19572. dispose(doNotRecurse?: boolean): void;
  19573. /**
  19574. * Returns a new LineMesh object cloned from the current one.
  19575. */
  19576. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19577. /**
  19578. * Creates a new InstancedLinesMesh object from the mesh model.
  19579. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19580. * @param name defines the name of the new instance
  19581. * @returns a new InstancedLinesMesh
  19582. */
  19583. createInstance(name: string): InstancedLinesMesh;
  19584. }
  19585. /**
  19586. * Creates an instance based on a source LinesMesh
  19587. */
  19588. export class InstancedLinesMesh extends InstancedMesh {
  19589. /**
  19590. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19591. * This margin is expressed in world space coordinates, so its value may vary.
  19592. * Initilized with the intersectionThreshold value of the source LinesMesh
  19593. */
  19594. intersectionThreshold: number;
  19595. constructor(name: string, source: LinesMesh);
  19596. /**
  19597. * Returns the string "InstancedLinesMesh".
  19598. */
  19599. getClassName(): string;
  19600. }
  19601. }
  19602. declare module "babylonjs/Shaders/line.fragment" {
  19603. /** @hidden */
  19604. export var linePixelShader: {
  19605. name: string;
  19606. shader: string;
  19607. };
  19608. }
  19609. declare module "babylonjs/Shaders/line.vertex" {
  19610. /** @hidden */
  19611. export var lineVertexShader: {
  19612. name: string;
  19613. shader: string;
  19614. };
  19615. }
  19616. declare module "babylonjs/Rendering/edgesRenderer" {
  19617. import { Nullable } from "babylonjs/types";
  19618. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19620. import { Vector3 } from "babylonjs/Maths/math.vector";
  19621. import { IDisposable } from "babylonjs/scene";
  19622. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19623. import "babylonjs/Shaders/line.fragment";
  19624. import "babylonjs/Shaders/line.vertex";
  19625. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19626. module "babylonjs/Meshes/abstractMesh" {
  19627. interface AbstractMesh {
  19628. /**
  19629. * Gets the edgesRenderer associated with the mesh
  19630. */
  19631. edgesRenderer: Nullable<EdgesRenderer>;
  19632. }
  19633. }
  19634. module "babylonjs/Meshes/linesMesh" {
  19635. interface LinesMesh {
  19636. /**
  19637. * Enables the edge rendering mode on the mesh.
  19638. * This mode makes the mesh edges visible
  19639. * @param epsilon defines the maximal distance between two angles to detect a face
  19640. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19641. * @returns the currentAbstractMesh
  19642. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19643. */
  19644. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19645. }
  19646. }
  19647. module "babylonjs/Meshes/linesMesh" {
  19648. interface InstancedLinesMesh {
  19649. /**
  19650. * Enables the edge rendering mode on the mesh.
  19651. * This mode makes the mesh edges visible
  19652. * @param epsilon defines the maximal distance between two angles to detect a face
  19653. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19654. * @returns the current InstancedLinesMesh
  19655. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19656. */
  19657. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19658. }
  19659. }
  19660. /**
  19661. * Defines the minimum contract an Edges renderer should follow.
  19662. */
  19663. export interface IEdgesRenderer extends IDisposable {
  19664. /**
  19665. * Gets or sets a boolean indicating if the edgesRenderer is active
  19666. */
  19667. isEnabled: boolean;
  19668. /**
  19669. * Renders the edges of the attached mesh,
  19670. */
  19671. render(): void;
  19672. /**
  19673. * Checks wether or not the edges renderer is ready to render.
  19674. * @return true if ready, otherwise false.
  19675. */
  19676. isReady(): boolean;
  19677. }
  19678. /**
  19679. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19680. */
  19681. export class EdgesRenderer implements IEdgesRenderer {
  19682. /**
  19683. * Define the size of the edges with an orthographic camera
  19684. */
  19685. edgesWidthScalerForOrthographic: number;
  19686. /**
  19687. * Define the size of the edges with a perspective camera
  19688. */
  19689. edgesWidthScalerForPerspective: number;
  19690. protected _source: AbstractMesh;
  19691. protected _linesPositions: number[];
  19692. protected _linesNormals: number[];
  19693. protected _linesIndices: number[];
  19694. protected _epsilon: number;
  19695. protected _indicesCount: number;
  19696. protected _lineShader: ShaderMaterial;
  19697. protected _ib: DataBuffer;
  19698. protected _buffers: {
  19699. [key: string]: Nullable<VertexBuffer>;
  19700. };
  19701. protected _checkVerticesInsteadOfIndices: boolean;
  19702. private _meshRebuildObserver;
  19703. private _meshDisposeObserver;
  19704. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19705. isEnabled: boolean;
  19706. /**
  19707. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19708. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19709. * @param source Mesh used to create edges
  19710. * @param epsilon sum of angles in adjacency to check for edge
  19711. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19712. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19713. */
  19714. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19715. protected _prepareRessources(): void;
  19716. /** @hidden */
  19717. _rebuild(): void;
  19718. /**
  19719. * Releases the required resources for the edges renderer
  19720. */
  19721. dispose(): void;
  19722. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19723. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19724. /**
  19725. * Checks if the pair of p0 and p1 is en edge
  19726. * @param faceIndex
  19727. * @param edge
  19728. * @param faceNormals
  19729. * @param p0
  19730. * @param p1
  19731. * @private
  19732. */
  19733. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19734. /**
  19735. * push line into the position, normal and index buffer
  19736. * @protected
  19737. */
  19738. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19739. /**
  19740. * Generates lines edges from adjacencjes
  19741. * @private
  19742. */
  19743. _generateEdgesLines(): void;
  19744. /**
  19745. * Checks wether or not the edges renderer is ready to render.
  19746. * @return true if ready, otherwise false.
  19747. */
  19748. isReady(): boolean;
  19749. /**
  19750. * Renders the edges of the attached mesh,
  19751. */
  19752. render(): void;
  19753. }
  19754. /**
  19755. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19756. */
  19757. export class LineEdgesRenderer extends EdgesRenderer {
  19758. /**
  19759. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19760. * @param source LineMesh used to generate edges
  19761. * @param epsilon not important (specified angle for edge detection)
  19762. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19763. */
  19764. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19765. /**
  19766. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19767. */
  19768. _generateEdgesLines(): void;
  19769. }
  19770. }
  19771. declare module "babylonjs/Rendering/renderingGroup" {
  19772. import { SmartArray } from "babylonjs/Misc/smartArray";
  19773. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19774. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19775. import { Nullable } from "babylonjs/types";
  19776. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19777. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19778. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19779. import { Material } from "babylonjs/Materials/material";
  19780. import { Scene } from "babylonjs/scene";
  19781. /**
  19782. * This represents the object necessary to create a rendering group.
  19783. * This is exclusively used and created by the rendering manager.
  19784. * To modify the behavior, you use the available helpers in your scene or meshes.
  19785. * @hidden
  19786. */
  19787. export class RenderingGroup {
  19788. index: number;
  19789. private static _zeroVector;
  19790. private _scene;
  19791. private _opaqueSubMeshes;
  19792. private _transparentSubMeshes;
  19793. private _alphaTestSubMeshes;
  19794. private _depthOnlySubMeshes;
  19795. private _particleSystems;
  19796. private _spriteManagers;
  19797. private _opaqueSortCompareFn;
  19798. private _alphaTestSortCompareFn;
  19799. private _transparentSortCompareFn;
  19800. private _renderOpaque;
  19801. private _renderAlphaTest;
  19802. private _renderTransparent;
  19803. /** @hidden */
  19804. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19805. onBeforeTransparentRendering: () => void;
  19806. /**
  19807. * Set the opaque sort comparison function.
  19808. * If null the sub meshes will be render in the order they were created
  19809. */
  19810. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19811. /**
  19812. * Set the alpha test sort comparison function.
  19813. * If null the sub meshes will be render in the order they were created
  19814. */
  19815. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19816. /**
  19817. * Set the transparent sort comparison function.
  19818. * If null the sub meshes will be render in the order they were created
  19819. */
  19820. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19821. /**
  19822. * Creates a new rendering group.
  19823. * @param index The rendering group index
  19824. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19825. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19826. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19827. */
  19828. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19829. /**
  19830. * Render all the sub meshes contained in the group.
  19831. * @param customRenderFunction Used to override the default render behaviour of the group.
  19832. * @returns true if rendered some submeshes.
  19833. */
  19834. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19835. /**
  19836. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19837. * @param subMeshes The submeshes to render
  19838. */
  19839. private renderOpaqueSorted;
  19840. /**
  19841. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19842. * @param subMeshes The submeshes to render
  19843. */
  19844. private renderAlphaTestSorted;
  19845. /**
  19846. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19847. * @param subMeshes The submeshes to render
  19848. */
  19849. private renderTransparentSorted;
  19850. /**
  19851. * Renders the submeshes in a specified order.
  19852. * @param subMeshes The submeshes to sort before render
  19853. * @param sortCompareFn The comparison function use to sort
  19854. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19855. * @param transparent Specifies to activate blending if true
  19856. */
  19857. private static renderSorted;
  19858. /**
  19859. * Renders the submeshes in the order they were dispatched (no sort applied).
  19860. * @param subMeshes The submeshes to render
  19861. */
  19862. private static renderUnsorted;
  19863. /**
  19864. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19865. * are rendered back to front if in the same alpha index.
  19866. *
  19867. * @param a The first submesh
  19868. * @param b The second submesh
  19869. * @returns The result of the comparison
  19870. */
  19871. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19872. /**
  19873. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19874. * are rendered back to front.
  19875. *
  19876. * @param a The first submesh
  19877. * @param b The second submesh
  19878. * @returns The result of the comparison
  19879. */
  19880. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19881. /**
  19882. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19883. * are rendered front to back (prevent overdraw).
  19884. *
  19885. * @param a The first submesh
  19886. * @param b The second submesh
  19887. * @returns The result of the comparison
  19888. */
  19889. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19890. /**
  19891. * Resets the different lists of submeshes to prepare a new frame.
  19892. */
  19893. prepare(): void;
  19894. dispose(): void;
  19895. /**
  19896. * Inserts the submesh in its correct queue depending on its material.
  19897. * @param subMesh The submesh to dispatch
  19898. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19899. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19900. */
  19901. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19902. dispatchSprites(spriteManager: ISpriteManager): void;
  19903. dispatchParticles(particleSystem: IParticleSystem): void;
  19904. private _renderParticles;
  19905. private _renderSprites;
  19906. }
  19907. }
  19908. declare module "babylonjs/Rendering/renderingManager" {
  19909. import { Nullable } from "babylonjs/types";
  19910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19911. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19912. import { SmartArray } from "babylonjs/Misc/smartArray";
  19913. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19914. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19915. import { Material } from "babylonjs/Materials/material";
  19916. import { Scene } from "babylonjs/scene";
  19917. import { Camera } from "babylonjs/Cameras/camera";
  19918. /**
  19919. * Interface describing the different options available in the rendering manager
  19920. * regarding Auto Clear between groups.
  19921. */
  19922. export interface IRenderingManagerAutoClearSetup {
  19923. /**
  19924. * Defines whether or not autoclear is enable.
  19925. */
  19926. autoClear: boolean;
  19927. /**
  19928. * Defines whether or not to autoclear the depth buffer.
  19929. */
  19930. depth: boolean;
  19931. /**
  19932. * Defines whether or not to autoclear the stencil buffer.
  19933. */
  19934. stencil: boolean;
  19935. }
  19936. /**
  19937. * This class is used by the onRenderingGroupObservable
  19938. */
  19939. export class RenderingGroupInfo {
  19940. /**
  19941. * The Scene that being rendered
  19942. */
  19943. scene: Scene;
  19944. /**
  19945. * The camera currently used for the rendering pass
  19946. */
  19947. camera: Nullable<Camera>;
  19948. /**
  19949. * The ID of the renderingGroup being processed
  19950. */
  19951. renderingGroupId: number;
  19952. }
  19953. /**
  19954. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19955. * It is enable to manage the different groups as well as the different necessary sort functions.
  19956. * This should not be used directly aside of the few static configurations
  19957. */
  19958. export class RenderingManager {
  19959. /**
  19960. * The max id used for rendering groups (not included)
  19961. */
  19962. static MAX_RENDERINGGROUPS: number;
  19963. /**
  19964. * The min id used for rendering groups (included)
  19965. */
  19966. static MIN_RENDERINGGROUPS: number;
  19967. /**
  19968. * Used to globally prevent autoclearing scenes.
  19969. */
  19970. static AUTOCLEAR: boolean;
  19971. /**
  19972. * @hidden
  19973. */
  19974. _useSceneAutoClearSetup: boolean;
  19975. private _scene;
  19976. private _renderingGroups;
  19977. private _depthStencilBufferAlreadyCleaned;
  19978. private _autoClearDepthStencil;
  19979. private _customOpaqueSortCompareFn;
  19980. private _customAlphaTestSortCompareFn;
  19981. private _customTransparentSortCompareFn;
  19982. private _renderingGroupInfo;
  19983. /**
  19984. * Instantiates a new rendering group for a particular scene
  19985. * @param scene Defines the scene the groups belongs to
  19986. */
  19987. constructor(scene: Scene);
  19988. private _clearDepthStencilBuffer;
  19989. /**
  19990. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  19991. * @hidden
  19992. */
  19993. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  19994. /**
  19995. * Resets the different information of the group to prepare a new frame
  19996. * @hidden
  19997. */
  19998. reset(): void;
  19999. /**
  20000. * Dispose and release the group and its associated resources.
  20001. * @hidden
  20002. */
  20003. dispose(): void;
  20004. /**
  20005. * Clear the info related to rendering groups preventing retention points during dispose.
  20006. */
  20007. freeRenderingGroups(): void;
  20008. private _prepareRenderingGroup;
  20009. /**
  20010. * Add a sprite manager to the rendering manager in order to render it this frame.
  20011. * @param spriteManager Define the sprite manager to render
  20012. */
  20013. dispatchSprites(spriteManager: ISpriteManager): void;
  20014. /**
  20015. * Add a particle system to the rendering manager in order to render it this frame.
  20016. * @param particleSystem Define the particle system to render
  20017. */
  20018. dispatchParticles(particleSystem: IParticleSystem): void;
  20019. /**
  20020. * Add a submesh to the manager in order to render it this frame
  20021. * @param subMesh The submesh to dispatch
  20022. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20023. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20024. */
  20025. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20026. /**
  20027. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20028. * This allowed control for front to back rendering or reversly depending of the special needs.
  20029. *
  20030. * @param renderingGroupId The rendering group id corresponding to its index
  20031. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20032. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20033. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20034. */
  20035. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20036. /**
  20037. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20038. *
  20039. * @param renderingGroupId The rendering group id corresponding to its index
  20040. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20041. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20042. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20043. */
  20044. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20045. /**
  20046. * Gets the current auto clear configuration for one rendering group of the rendering
  20047. * manager.
  20048. * @param index the rendering group index to get the information for
  20049. * @returns The auto clear setup for the requested rendering group
  20050. */
  20051. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20052. }
  20053. }
  20054. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20055. import { Observable } from "babylonjs/Misc/observable";
  20056. import { SmartArray } from "babylonjs/Misc/smartArray";
  20057. import { Nullable } from "babylonjs/types";
  20058. import { Camera } from "babylonjs/Cameras/camera";
  20059. import { Scene } from "babylonjs/scene";
  20060. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20061. import { Color4 } from "babylonjs/Maths/math.color";
  20062. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20064. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20065. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20066. import { Texture } from "babylonjs/Materials/Textures/texture";
  20067. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20068. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20069. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20070. import { Engine } from "babylonjs/Engines/engine";
  20071. /**
  20072. * This Helps creating a texture that will be created from a camera in your scene.
  20073. * It is basically a dynamic texture that could be used to create special effects for instance.
  20074. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20075. */
  20076. export class RenderTargetTexture extends Texture {
  20077. isCube: boolean;
  20078. /**
  20079. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20080. */
  20081. static readonly REFRESHRATE_RENDER_ONCE: number;
  20082. /**
  20083. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20084. */
  20085. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20086. /**
  20087. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20088. * the central point of your effect and can save a lot of performances.
  20089. */
  20090. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20091. /**
  20092. * Use this predicate to dynamically define the list of mesh you want to render.
  20093. * If set, the renderList property will be overwritten.
  20094. */
  20095. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20096. private _renderList;
  20097. /**
  20098. * Use this list to define the list of mesh you want to render.
  20099. */
  20100. renderList: Nullable<Array<AbstractMesh>>;
  20101. private _hookArray;
  20102. /**
  20103. * Define if particles should be rendered in your texture.
  20104. */
  20105. renderParticles: boolean;
  20106. /**
  20107. * Define if sprites should be rendered in your texture.
  20108. */
  20109. renderSprites: boolean;
  20110. /**
  20111. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20112. */
  20113. coordinatesMode: number;
  20114. /**
  20115. * Define the camera used to render the texture.
  20116. */
  20117. activeCamera: Nullable<Camera>;
  20118. /**
  20119. * Override the render function of the texture with your own one.
  20120. */
  20121. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20122. /**
  20123. * Define if camera post processes should be use while rendering the texture.
  20124. */
  20125. useCameraPostProcesses: boolean;
  20126. /**
  20127. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20128. */
  20129. ignoreCameraViewport: boolean;
  20130. private _postProcessManager;
  20131. private _postProcesses;
  20132. private _resizeObserver;
  20133. /**
  20134. * An event triggered when the texture is unbind.
  20135. */
  20136. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20137. /**
  20138. * An event triggered when the texture is unbind.
  20139. */
  20140. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20141. private _onAfterUnbindObserver;
  20142. /**
  20143. * Set a after unbind callback in the texture.
  20144. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20145. */
  20146. onAfterUnbind: () => void;
  20147. /**
  20148. * An event triggered before rendering the texture
  20149. */
  20150. onBeforeRenderObservable: Observable<number>;
  20151. private _onBeforeRenderObserver;
  20152. /**
  20153. * Set a before render callback in the texture.
  20154. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20155. */
  20156. onBeforeRender: (faceIndex: number) => void;
  20157. /**
  20158. * An event triggered after rendering the texture
  20159. */
  20160. onAfterRenderObservable: Observable<number>;
  20161. private _onAfterRenderObserver;
  20162. /**
  20163. * Set a after render callback in the texture.
  20164. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20165. */
  20166. onAfterRender: (faceIndex: number) => void;
  20167. /**
  20168. * An event triggered after the texture clear
  20169. */
  20170. onClearObservable: Observable<Engine>;
  20171. private _onClearObserver;
  20172. /**
  20173. * Set a clear callback in the texture.
  20174. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20175. */
  20176. onClear: (Engine: Engine) => void;
  20177. /**
  20178. * Define the clear color of the Render Target if it should be different from the scene.
  20179. */
  20180. clearColor: Color4;
  20181. protected _size: number | {
  20182. width: number;
  20183. height: number;
  20184. };
  20185. protected _initialSizeParameter: number | {
  20186. width: number;
  20187. height: number;
  20188. } | {
  20189. ratio: number;
  20190. };
  20191. protected _sizeRatio: Nullable<number>;
  20192. /** @hidden */
  20193. _generateMipMaps: boolean;
  20194. protected _renderingManager: RenderingManager;
  20195. /** @hidden */
  20196. _waitingRenderList: string[];
  20197. protected _doNotChangeAspectRatio: boolean;
  20198. protected _currentRefreshId: number;
  20199. protected _refreshRate: number;
  20200. protected _textureMatrix: Matrix;
  20201. protected _samples: number;
  20202. protected _renderTargetOptions: RenderTargetCreationOptions;
  20203. /**
  20204. * Gets render target creation options that were used.
  20205. */
  20206. readonly renderTargetOptions: RenderTargetCreationOptions;
  20207. protected _engine: Engine;
  20208. protected _onRatioRescale(): void;
  20209. /**
  20210. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20211. * It must define where the camera used to render the texture is set
  20212. */
  20213. boundingBoxPosition: Vector3;
  20214. private _boundingBoxSize;
  20215. /**
  20216. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20217. * When defined, the cubemap will switch to local mode
  20218. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20219. * @example https://www.babylonjs-playground.com/#RNASML
  20220. */
  20221. boundingBoxSize: Vector3;
  20222. /**
  20223. * In case the RTT has been created with a depth texture, get the associated
  20224. * depth texture.
  20225. * Otherwise, return null.
  20226. */
  20227. depthStencilTexture: Nullable<InternalTexture>;
  20228. /**
  20229. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20230. * or used a shadow, depth texture...
  20231. * @param name The friendly name of the texture
  20232. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20233. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20234. * @param generateMipMaps True if mip maps need to be generated after render.
  20235. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20236. * @param type The type of the buffer in the RTT (int, half float, float...)
  20237. * @param isCube True if a cube texture needs to be created
  20238. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20239. * @param generateDepthBuffer True to generate a depth buffer
  20240. * @param generateStencilBuffer True to generate a stencil buffer
  20241. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20242. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20243. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20244. */
  20245. constructor(name: string, size: number | {
  20246. width: number;
  20247. height: number;
  20248. } | {
  20249. ratio: number;
  20250. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20251. /**
  20252. * Creates a depth stencil texture.
  20253. * This is only available in WebGL 2 or with the depth texture extension available.
  20254. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20255. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20256. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20257. */
  20258. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20259. private _processSizeParameter;
  20260. /**
  20261. * Define the number of samples to use in case of MSAA.
  20262. * It defaults to one meaning no MSAA has been enabled.
  20263. */
  20264. samples: number;
  20265. /**
  20266. * Resets the refresh counter of the texture and start bak from scratch.
  20267. * Could be useful to regenerate the texture if it is setup to render only once.
  20268. */
  20269. resetRefreshCounter(): void;
  20270. /**
  20271. * Define the refresh rate of the texture or the rendering frequency.
  20272. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20273. */
  20274. refreshRate: number;
  20275. /**
  20276. * Adds a post process to the render target rendering passes.
  20277. * @param postProcess define the post process to add
  20278. */
  20279. addPostProcess(postProcess: PostProcess): void;
  20280. /**
  20281. * Clear all the post processes attached to the render target
  20282. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20283. */
  20284. clearPostProcesses(dispose?: boolean): void;
  20285. /**
  20286. * Remove one of the post process from the list of attached post processes to the texture
  20287. * @param postProcess define the post process to remove from the list
  20288. */
  20289. removePostProcess(postProcess: PostProcess): void;
  20290. /** @hidden */
  20291. _shouldRender(): boolean;
  20292. /**
  20293. * Gets the actual render size of the texture.
  20294. * @returns the width of the render size
  20295. */
  20296. getRenderSize(): number;
  20297. /**
  20298. * Gets the actual render width of the texture.
  20299. * @returns the width of the render size
  20300. */
  20301. getRenderWidth(): number;
  20302. /**
  20303. * Gets the actual render height of the texture.
  20304. * @returns the height of the render size
  20305. */
  20306. getRenderHeight(): number;
  20307. /**
  20308. * Get if the texture can be rescaled or not.
  20309. */
  20310. readonly canRescale: boolean;
  20311. /**
  20312. * Resize the texture using a ratio.
  20313. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20314. */
  20315. scale(ratio: number): void;
  20316. /**
  20317. * Get the texture reflection matrix used to rotate/transform the reflection.
  20318. * @returns the reflection matrix
  20319. */
  20320. getReflectionTextureMatrix(): Matrix;
  20321. /**
  20322. * Resize the texture to a new desired size.
  20323. * Be carrefull as it will recreate all the data in the new texture.
  20324. * @param size Define the new size. It can be:
  20325. * - a number for squared texture,
  20326. * - an object containing { width: number, height: number }
  20327. * - or an object containing a ratio { ratio: number }
  20328. */
  20329. resize(size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }): void;
  20335. /**
  20336. * Renders all the objects from the render list into the texture.
  20337. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20338. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20339. */
  20340. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20341. private _bestReflectionRenderTargetDimension;
  20342. /**
  20343. * @hidden
  20344. * @param faceIndex face index to bind to if this is a cubetexture
  20345. */
  20346. _bindFrameBuffer(faceIndex?: number): void;
  20347. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20348. private renderToTarget;
  20349. /**
  20350. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20351. * This allowed control for front to back rendering or reversly depending of the special needs.
  20352. *
  20353. * @param renderingGroupId The rendering group id corresponding to its index
  20354. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20355. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20356. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20357. */
  20358. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20359. /**
  20360. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20361. *
  20362. * @param renderingGroupId The rendering group id corresponding to its index
  20363. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20364. */
  20365. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20366. /**
  20367. * Clones the texture.
  20368. * @returns the cloned texture
  20369. */
  20370. clone(): RenderTargetTexture;
  20371. /**
  20372. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20373. * @returns The JSON representation of the texture
  20374. */
  20375. serialize(): any;
  20376. /**
  20377. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20378. */
  20379. disposeFramebufferObjects(): void;
  20380. /**
  20381. * Dispose the texture and release its associated resources.
  20382. */
  20383. dispose(): void;
  20384. /** @hidden */
  20385. _rebuild(): void;
  20386. /**
  20387. * Clear the info related to rendering groups preventing retention point in material dispose.
  20388. */
  20389. freeRenderingGroups(): void;
  20390. /**
  20391. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20392. * @returns the view count
  20393. */
  20394. getViewCount(): number;
  20395. }
  20396. }
  20397. declare module "babylonjs/Materials/material" {
  20398. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20399. import { SmartArray } from "babylonjs/Misc/smartArray";
  20400. import { Observable } from "babylonjs/Misc/observable";
  20401. import { Nullable } from "babylonjs/types";
  20402. import { Scene } from "babylonjs/scene";
  20403. import { Matrix } from "babylonjs/Maths/math.vector";
  20404. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20406. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20407. import { Effect } from "babylonjs/Materials/effect";
  20408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20409. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20410. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20411. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20412. import { Mesh } from "babylonjs/Meshes/mesh";
  20413. import { Animation } from "babylonjs/Animations/animation";
  20414. /**
  20415. * Base class for the main features of a material in Babylon.js
  20416. */
  20417. export class Material implements IAnimatable {
  20418. /**
  20419. * Returns the triangle fill mode
  20420. */
  20421. static readonly TriangleFillMode: number;
  20422. /**
  20423. * Returns the wireframe mode
  20424. */
  20425. static readonly WireFrameFillMode: number;
  20426. /**
  20427. * Returns the point fill mode
  20428. */
  20429. static readonly PointFillMode: number;
  20430. /**
  20431. * Returns the point list draw mode
  20432. */
  20433. static readonly PointListDrawMode: number;
  20434. /**
  20435. * Returns the line list draw mode
  20436. */
  20437. static readonly LineListDrawMode: number;
  20438. /**
  20439. * Returns the line loop draw mode
  20440. */
  20441. static readonly LineLoopDrawMode: number;
  20442. /**
  20443. * Returns the line strip draw mode
  20444. */
  20445. static readonly LineStripDrawMode: number;
  20446. /**
  20447. * Returns the triangle strip draw mode
  20448. */
  20449. static readonly TriangleStripDrawMode: number;
  20450. /**
  20451. * Returns the triangle fan draw mode
  20452. */
  20453. static readonly TriangleFanDrawMode: number;
  20454. /**
  20455. * Stores the clock-wise side orientation
  20456. */
  20457. static readonly ClockWiseSideOrientation: number;
  20458. /**
  20459. * Stores the counter clock-wise side orientation
  20460. */
  20461. static readonly CounterClockWiseSideOrientation: number;
  20462. /**
  20463. * The dirty texture flag value
  20464. */
  20465. static readonly TextureDirtyFlag: number;
  20466. /**
  20467. * The dirty light flag value
  20468. */
  20469. static readonly LightDirtyFlag: number;
  20470. /**
  20471. * The dirty fresnel flag value
  20472. */
  20473. static readonly FresnelDirtyFlag: number;
  20474. /**
  20475. * The dirty attribute flag value
  20476. */
  20477. static readonly AttributesDirtyFlag: number;
  20478. /**
  20479. * The dirty misc flag value
  20480. */
  20481. static readonly MiscDirtyFlag: number;
  20482. /**
  20483. * The all dirty flag value
  20484. */
  20485. static readonly AllDirtyFlag: number;
  20486. /**
  20487. * The ID of the material
  20488. */
  20489. id: string;
  20490. /**
  20491. * Gets or sets the unique id of the material
  20492. */
  20493. uniqueId: number;
  20494. /**
  20495. * The name of the material
  20496. */
  20497. name: string;
  20498. /**
  20499. * Gets or sets user defined metadata
  20500. */
  20501. metadata: any;
  20502. /**
  20503. * For internal use only. Please do not use.
  20504. */
  20505. reservedDataStore: any;
  20506. /**
  20507. * Specifies if the ready state should be checked on each call
  20508. */
  20509. checkReadyOnEveryCall: boolean;
  20510. /**
  20511. * Specifies if the ready state should be checked once
  20512. */
  20513. checkReadyOnlyOnce: boolean;
  20514. /**
  20515. * The state of the material
  20516. */
  20517. state: string;
  20518. /**
  20519. * The alpha value of the material
  20520. */
  20521. protected _alpha: number;
  20522. /**
  20523. * List of inspectable custom properties (used by the Inspector)
  20524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20525. */
  20526. inspectableCustomProperties: IInspectable[];
  20527. /**
  20528. * Sets the alpha value of the material
  20529. */
  20530. /**
  20531. * Gets the alpha value of the material
  20532. */
  20533. alpha: number;
  20534. /**
  20535. * Specifies if back face culling is enabled
  20536. */
  20537. protected _backFaceCulling: boolean;
  20538. /**
  20539. * Sets the back-face culling state
  20540. */
  20541. /**
  20542. * Gets the back-face culling state
  20543. */
  20544. backFaceCulling: boolean;
  20545. /**
  20546. * Stores the value for side orientation
  20547. */
  20548. sideOrientation: number;
  20549. /**
  20550. * Callback triggered when the material is compiled
  20551. */
  20552. onCompiled: Nullable<(effect: Effect) => void>;
  20553. /**
  20554. * Callback triggered when an error occurs
  20555. */
  20556. onError: Nullable<(effect: Effect, errors: string) => void>;
  20557. /**
  20558. * Callback triggered to get the render target textures
  20559. */
  20560. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20561. /**
  20562. * Gets a boolean indicating that current material needs to register RTT
  20563. */
  20564. readonly hasRenderTargetTextures: boolean;
  20565. /**
  20566. * Specifies if the material should be serialized
  20567. */
  20568. doNotSerialize: boolean;
  20569. /**
  20570. * @hidden
  20571. */
  20572. _storeEffectOnSubMeshes: boolean;
  20573. /**
  20574. * Stores the animations for the material
  20575. */
  20576. animations: Nullable<Array<Animation>>;
  20577. /**
  20578. * An event triggered when the material is disposed
  20579. */
  20580. onDisposeObservable: Observable<Material>;
  20581. /**
  20582. * An observer which watches for dispose events
  20583. */
  20584. private _onDisposeObserver;
  20585. private _onUnBindObservable;
  20586. /**
  20587. * Called during a dispose event
  20588. */
  20589. onDispose: () => void;
  20590. private _onBindObservable;
  20591. /**
  20592. * An event triggered when the material is bound
  20593. */
  20594. readonly onBindObservable: Observable<AbstractMesh>;
  20595. /**
  20596. * An observer which watches for bind events
  20597. */
  20598. private _onBindObserver;
  20599. /**
  20600. * Called during a bind event
  20601. */
  20602. onBind: (Mesh: AbstractMesh) => void;
  20603. /**
  20604. * An event triggered when the material is unbound
  20605. */
  20606. readonly onUnBindObservable: Observable<Material>;
  20607. /**
  20608. * Stores the value of the alpha mode
  20609. */
  20610. private _alphaMode;
  20611. /**
  20612. * Sets the value of the alpha mode.
  20613. *
  20614. * | Value | Type | Description |
  20615. * | --- | --- | --- |
  20616. * | 0 | ALPHA_DISABLE | |
  20617. * | 1 | ALPHA_ADD | |
  20618. * | 2 | ALPHA_COMBINE | |
  20619. * | 3 | ALPHA_SUBTRACT | |
  20620. * | 4 | ALPHA_MULTIPLY | |
  20621. * | 5 | ALPHA_MAXIMIZED | |
  20622. * | 6 | ALPHA_ONEONE | |
  20623. * | 7 | ALPHA_PREMULTIPLIED | |
  20624. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20625. * | 9 | ALPHA_INTERPOLATE | |
  20626. * | 10 | ALPHA_SCREENMODE | |
  20627. *
  20628. */
  20629. /**
  20630. * Gets the value of the alpha mode
  20631. */
  20632. alphaMode: number;
  20633. /**
  20634. * Stores the state of the need depth pre-pass value
  20635. */
  20636. private _needDepthPrePass;
  20637. /**
  20638. * Sets the need depth pre-pass value
  20639. */
  20640. /**
  20641. * Gets the depth pre-pass value
  20642. */
  20643. needDepthPrePass: boolean;
  20644. /**
  20645. * Specifies if depth writing should be disabled
  20646. */
  20647. disableDepthWrite: boolean;
  20648. /**
  20649. * Specifies if depth writing should be forced
  20650. */
  20651. forceDepthWrite: boolean;
  20652. /**
  20653. * Specifies if there should be a separate pass for culling
  20654. */
  20655. separateCullingPass: boolean;
  20656. /**
  20657. * Stores the state specifing if fog should be enabled
  20658. */
  20659. private _fogEnabled;
  20660. /**
  20661. * Sets the state for enabling fog
  20662. */
  20663. /**
  20664. * Gets the value of the fog enabled state
  20665. */
  20666. fogEnabled: boolean;
  20667. /**
  20668. * Stores the size of points
  20669. */
  20670. pointSize: number;
  20671. /**
  20672. * Stores the z offset value
  20673. */
  20674. zOffset: number;
  20675. /**
  20676. * Gets a value specifying if wireframe mode is enabled
  20677. */
  20678. /**
  20679. * Sets the state of wireframe mode
  20680. */
  20681. wireframe: boolean;
  20682. /**
  20683. * Gets the value specifying if point clouds are enabled
  20684. */
  20685. /**
  20686. * Sets the state of point cloud mode
  20687. */
  20688. pointsCloud: boolean;
  20689. /**
  20690. * Gets the material fill mode
  20691. */
  20692. /**
  20693. * Sets the material fill mode
  20694. */
  20695. fillMode: number;
  20696. /**
  20697. * @hidden
  20698. * Stores the effects for the material
  20699. */
  20700. _effect: Nullable<Effect>;
  20701. /**
  20702. * @hidden
  20703. * Specifies if the material was previously ready
  20704. */
  20705. _wasPreviouslyReady: boolean;
  20706. /**
  20707. * Specifies if uniform buffers should be used
  20708. */
  20709. private _useUBO;
  20710. /**
  20711. * Stores a reference to the scene
  20712. */
  20713. private _scene;
  20714. /**
  20715. * Stores the fill mode state
  20716. */
  20717. private _fillMode;
  20718. /**
  20719. * Specifies if the depth write state should be cached
  20720. */
  20721. private _cachedDepthWriteState;
  20722. /**
  20723. * Stores the uniform buffer
  20724. */
  20725. protected _uniformBuffer: UniformBuffer;
  20726. /** @hidden */
  20727. _indexInSceneMaterialArray: number;
  20728. /** @hidden */
  20729. meshMap: Nullable<{
  20730. [id: string]: AbstractMesh | undefined;
  20731. }>;
  20732. /**
  20733. * Creates a material instance
  20734. * @param name defines the name of the material
  20735. * @param scene defines the scene to reference
  20736. * @param doNotAdd specifies if the material should be added to the scene
  20737. */
  20738. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20739. /**
  20740. * Returns a string representation of the current material
  20741. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20742. * @returns a string with material information
  20743. */
  20744. toString(fullDetails?: boolean): string;
  20745. /**
  20746. * Gets the class name of the material
  20747. * @returns a string with the class name of the material
  20748. */
  20749. getClassName(): string;
  20750. /**
  20751. * Specifies if updates for the material been locked
  20752. */
  20753. readonly isFrozen: boolean;
  20754. /**
  20755. * Locks updates for the material
  20756. */
  20757. freeze(): void;
  20758. /**
  20759. * Unlocks updates for the material
  20760. */
  20761. unfreeze(): void;
  20762. /**
  20763. * Specifies if the material is ready to be used
  20764. * @param mesh defines the mesh to check
  20765. * @param useInstances specifies if instances should be used
  20766. * @returns a boolean indicating if the material is ready to be used
  20767. */
  20768. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20769. /**
  20770. * Specifies that the submesh is ready to be used
  20771. * @param mesh defines the mesh to check
  20772. * @param subMesh defines which submesh to check
  20773. * @param useInstances specifies that instances should be used
  20774. * @returns a boolean indicating that the submesh is ready or not
  20775. */
  20776. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20777. /**
  20778. * Returns the material effect
  20779. * @returns the effect associated with the material
  20780. */
  20781. getEffect(): Nullable<Effect>;
  20782. /**
  20783. * Returns the current scene
  20784. * @returns a Scene
  20785. */
  20786. getScene(): Scene;
  20787. /**
  20788. * Specifies if the material will require alpha blending
  20789. * @returns a boolean specifying if alpha blending is needed
  20790. */
  20791. needAlphaBlending(): boolean;
  20792. /**
  20793. * Specifies if the mesh will require alpha blending
  20794. * @param mesh defines the mesh to check
  20795. * @returns a boolean specifying if alpha blending is needed for the mesh
  20796. */
  20797. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20798. /**
  20799. * Specifies if this material should be rendered in alpha test mode
  20800. * @returns a boolean specifying if an alpha test is needed.
  20801. */
  20802. needAlphaTesting(): boolean;
  20803. /**
  20804. * Gets the texture used for the alpha test
  20805. * @returns the texture to use for alpha testing
  20806. */
  20807. getAlphaTestTexture(): Nullable<BaseTexture>;
  20808. /**
  20809. * Marks the material to indicate that it needs to be re-calculated
  20810. */
  20811. markDirty(): void;
  20812. /** @hidden */
  20813. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20814. /**
  20815. * Binds the material to the mesh
  20816. * @param world defines the world transformation matrix
  20817. * @param mesh defines the mesh to bind the material to
  20818. */
  20819. bind(world: Matrix, mesh?: Mesh): void;
  20820. /**
  20821. * Binds the submesh to the material
  20822. * @param world defines the world transformation matrix
  20823. * @param mesh defines the mesh containing the submesh
  20824. * @param subMesh defines the submesh to bind the material to
  20825. */
  20826. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20827. /**
  20828. * Binds the world matrix to the material
  20829. * @param world defines the world transformation matrix
  20830. */
  20831. bindOnlyWorldMatrix(world: Matrix): void;
  20832. /**
  20833. * Binds the scene's uniform buffer to the effect.
  20834. * @param effect defines the effect to bind to the scene uniform buffer
  20835. * @param sceneUbo defines the uniform buffer storing scene data
  20836. */
  20837. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20838. /**
  20839. * Binds the view matrix to the effect
  20840. * @param effect defines the effect to bind the view matrix to
  20841. */
  20842. bindView(effect: Effect): void;
  20843. /**
  20844. * Binds the view projection matrix to the effect
  20845. * @param effect defines the effect to bind the view projection matrix to
  20846. */
  20847. bindViewProjection(effect: Effect): void;
  20848. /**
  20849. * Specifies if material alpha testing should be turned on for the mesh
  20850. * @param mesh defines the mesh to check
  20851. */
  20852. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20853. /**
  20854. * Processes to execute after binding the material to a mesh
  20855. * @param mesh defines the rendered mesh
  20856. */
  20857. protected _afterBind(mesh?: Mesh): void;
  20858. /**
  20859. * Unbinds the material from the mesh
  20860. */
  20861. unbind(): void;
  20862. /**
  20863. * Gets the active textures from the material
  20864. * @returns an array of textures
  20865. */
  20866. getActiveTextures(): BaseTexture[];
  20867. /**
  20868. * Specifies if the material uses a texture
  20869. * @param texture defines the texture to check against the material
  20870. * @returns a boolean specifying if the material uses the texture
  20871. */
  20872. hasTexture(texture: BaseTexture): boolean;
  20873. /**
  20874. * Makes a duplicate of the material, and gives it a new name
  20875. * @param name defines the new name for the duplicated material
  20876. * @returns the cloned material
  20877. */
  20878. clone(name: string): Nullable<Material>;
  20879. /**
  20880. * Gets the meshes bound to the material
  20881. * @returns an array of meshes bound to the material
  20882. */
  20883. getBindedMeshes(): AbstractMesh[];
  20884. /**
  20885. * Force shader compilation
  20886. * @param mesh defines the mesh associated with this material
  20887. * @param onCompiled defines a function to execute once the material is compiled
  20888. * @param options defines the options to configure the compilation
  20889. */
  20890. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20891. clipPlane: boolean;
  20892. }>): void;
  20893. /**
  20894. * Force shader compilation
  20895. * @param mesh defines the mesh that will use this material
  20896. * @param options defines additional options for compiling the shaders
  20897. * @returns a promise that resolves when the compilation completes
  20898. */
  20899. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20900. clipPlane: boolean;
  20901. }>): Promise<void>;
  20902. private static readonly _AllDirtyCallBack;
  20903. private static readonly _ImageProcessingDirtyCallBack;
  20904. private static readonly _TextureDirtyCallBack;
  20905. private static readonly _FresnelDirtyCallBack;
  20906. private static readonly _MiscDirtyCallBack;
  20907. private static readonly _LightsDirtyCallBack;
  20908. private static readonly _AttributeDirtyCallBack;
  20909. private static _FresnelAndMiscDirtyCallBack;
  20910. private static _TextureAndMiscDirtyCallBack;
  20911. private static readonly _DirtyCallbackArray;
  20912. private static readonly _RunDirtyCallBacks;
  20913. /**
  20914. * Marks a define in the material to indicate that it needs to be re-computed
  20915. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20916. */
  20917. markAsDirty(flag: number): void;
  20918. /**
  20919. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20920. * @param func defines a function which checks material defines against the submeshes
  20921. */
  20922. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20923. /**
  20924. * Indicates that we need to re-calculated for all submeshes
  20925. */
  20926. protected _markAllSubMeshesAsAllDirty(): void;
  20927. /**
  20928. * Indicates that image processing needs to be re-calculated for all submeshes
  20929. */
  20930. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20931. /**
  20932. * Indicates that textures need to be re-calculated for all submeshes
  20933. */
  20934. protected _markAllSubMeshesAsTexturesDirty(): void;
  20935. /**
  20936. * Indicates that fresnel needs to be re-calculated for all submeshes
  20937. */
  20938. protected _markAllSubMeshesAsFresnelDirty(): void;
  20939. /**
  20940. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20941. */
  20942. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20943. /**
  20944. * Indicates that lights need to be re-calculated for all submeshes
  20945. */
  20946. protected _markAllSubMeshesAsLightsDirty(): void;
  20947. /**
  20948. * Indicates that attributes need to be re-calculated for all submeshes
  20949. */
  20950. protected _markAllSubMeshesAsAttributesDirty(): void;
  20951. /**
  20952. * Indicates that misc needs to be re-calculated for all submeshes
  20953. */
  20954. protected _markAllSubMeshesAsMiscDirty(): void;
  20955. /**
  20956. * Indicates that textures and misc need to be re-calculated for all submeshes
  20957. */
  20958. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20959. /**
  20960. * Disposes the material
  20961. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20962. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20963. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20964. */
  20965. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20966. /** @hidden */
  20967. private releaseVertexArrayObject;
  20968. /**
  20969. * Serializes this material
  20970. * @returns the serialized material object
  20971. */
  20972. serialize(): any;
  20973. /**
  20974. * Creates a material from parsed material data
  20975. * @param parsedMaterial defines parsed material data
  20976. * @param scene defines the hosting scene
  20977. * @param rootUrl defines the root URL to use to load textures
  20978. * @returns a new material
  20979. */
  20980. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  20981. }
  20982. }
  20983. declare module "babylonjs/Materials/multiMaterial" {
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20987. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20989. import { Material } from "babylonjs/Materials/material";
  20990. /**
  20991. * A multi-material is used to apply different materials to different parts of the same object without the need of
  20992. * separate meshes. This can be use to improve performances.
  20993. * @see http://doc.babylonjs.com/how_to/multi_materials
  20994. */
  20995. export class MultiMaterial extends Material {
  20996. private _subMaterials;
  20997. /**
  20998. * Gets or Sets the list of Materials used within the multi material.
  20999. * They need to be ordered according to the submeshes order in the associated mesh
  21000. */
  21001. subMaterials: Nullable<Material>[];
  21002. /**
  21003. * Function used to align with Node.getChildren()
  21004. * @returns the list of Materials used within the multi material
  21005. */
  21006. getChildren(): Nullable<Material>[];
  21007. /**
  21008. * Instantiates a new Multi Material
  21009. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21010. * separate meshes. This can be use to improve performances.
  21011. * @see http://doc.babylonjs.com/how_to/multi_materials
  21012. * @param name Define the name in the scene
  21013. * @param scene Define the scene the material belongs to
  21014. */
  21015. constructor(name: string, scene: Scene);
  21016. private _hookArray;
  21017. /**
  21018. * Get one of the submaterial by its index in the submaterials array
  21019. * @param index The index to look the sub material at
  21020. * @returns The Material if the index has been defined
  21021. */
  21022. getSubMaterial(index: number): Nullable<Material>;
  21023. /**
  21024. * Get the list of active textures for the whole sub materials list.
  21025. * @returns All the textures that will be used during the rendering
  21026. */
  21027. getActiveTextures(): BaseTexture[];
  21028. /**
  21029. * Gets the current class name of the material e.g. "MultiMaterial"
  21030. * Mainly use in serialization.
  21031. * @returns the class name
  21032. */
  21033. getClassName(): string;
  21034. /**
  21035. * Checks if the material is ready to render the requested sub mesh
  21036. * @param mesh Define the mesh the submesh belongs to
  21037. * @param subMesh Define the sub mesh to look readyness for
  21038. * @param useInstances Define whether or not the material is used with instances
  21039. * @returns true if ready, otherwise false
  21040. */
  21041. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21042. /**
  21043. * Clones the current material and its related sub materials
  21044. * @param name Define the name of the newly cloned material
  21045. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21046. * @returns the cloned material
  21047. */
  21048. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21049. /**
  21050. * Serializes the materials into a JSON representation.
  21051. * @returns the JSON representation
  21052. */
  21053. serialize(): any;
  21054. /**
  21055. * Dispose the material and release its associated resources
  21056. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21057. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21058. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21059. */
  21060. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21061. /**
  21062. * Creates a MultiMaterial from parsed MultiMaterial data.
  21063. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21064. * @param scene defines the hosting scene
  21065. * @returns a new MultiMaterial
  21066. */
  21067. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21068. }
  21069. }
  21070. declare module "babylonjs/Meshes/subMesh" {
  21071. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21072. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21073. import { Engine } from "babylonjs/Engines/engine";
  21074. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21075. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21076. import { Effect } from "babylonjs/Materials/effect";
  21077. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21078. import { Plane } from "babylonjs/Maths/math.plane";
  21079. import { Collider } from "babylonjs/Collisions/collider";
  21080. import { Material } from "babylonjs/Materials/material";
  21081. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21083. import { Mesh } from "babylonjs/Meshes/mesh";
  21084. import { Ray } from "babylonjs/Culling/ray";
  21085. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21086. /**
  21087. * Base class for submeshes
  21088. */
  21089. export class BaseSubMesh {
  21090. /** @hidden */
  21091. _materialDefines: Nullable<MaterialDefines>;
  21092. /** @hidden */
  21093. _materialEffect: Nullable<Effect>;
  21094. /**
  21095. * Gets associated effect
  21096. */
  21097. readonly effect: Nullable<Effect>;
  21098. /**
  21099. * Sets associated effect (effect used to render this submesh)
  21100. * @param effect defines the effect to associate with
  21101. * @param defines defines the set of defines used to compile this effect
  21102. */
  21103. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21104. }
  21105. /**
  21106. * Defines a subdivision inside a mesh
  21107. */
  21108. export class SubMesh extends BaseSubMesh implements ICullable {
  21109. /** the material index to use */
  21110. materialIndex: number;
  21111. /** vertex index start */
  21112. verticesStart: number;
  21113. /** vertices count */
  21114. verticesCount: number;
  21115. /** index start */
  21116. indexStart: number;
  21117. /** indices count */
  21118. indexCount: number;
  21119. /** @hidden */
  21120. _linesIndexCount: number;
  21121. private _mesh;
  21122. private _renderingMesh;
  21123. private _boundingInfo;
  21124. private _linesIndexBuffer;
  21125. /** @hidden */
  21126. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21127. /** @hidden */
  21128. _trianglePlanes: Plane[];
  21129. /** @hidden */
  21130. _lastColliderTransformMatrix: Nullable<Matrix>;
  21131. /** @hidden */
  21132. _renderId: number;
  21133. /** @hidden */
  21134. _alphaIndex: number;
  21135. /** @hidden */
  21136. _distanceToCamera: number;
  21137. /** @hidden */
  21138. _id: number;
  21139. private _currentMaterial;
  21140. /**
  21141. * Add a new submesh to a mesh
  21142. * @param materialIndex defines the material index to use
  21143. * @param verticesStart defines vertex index start
  21144. * @param verticesCount defines vertices count
  21145. * @param indexStart defines index start
  21146. * @param indexCount defines indices count
  21147. * @param mesh defines the parent mesh
  21148. * @param renderingMesh defines an optional rendering mesh
  21149. * @param createBoundingBox defines if bounding box should be created for this submesh
  21150. * @returns the new submesh
  21151. */
  21152. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21153. /**
  21154. * Creates a new submesh
  21155. * @param materialIndex defines the material index to use
  21156. * @param verticesStart defines vertex index start
  21157. * @param verticesCount defines vertices count
  21158. * @param indexStart defines index start
  21159. * @param indexCount defines indices count
  21160. * @param mesh defines the parent mesh
  21161. * @param renderingMesh defines an optional rendering mesh
  21162. * @param createBoundingBox defines if bounding box should be created for this submesh
  21163. */
  21164. constructor(
  21165. /** the material index to use */
  21166. materialIndex: number,
  21167. /** vertex index start */
  21168. verticesStart: number,
  21169. /** vertices count */
  21170. verticesCount: number,
  21171. /** index start */
  21172. indexStart: number,
  21173. /** indices count */
  21174. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21175. /**
  21176. * Returns true if this submesh covers the entire parent mesh
  21177. * @ignorenaming
  21178. */
  21179. readonly IsGlobal: boolean;
  21180. /**
  21181. * Returns the submesh BoudingInfo object
  21182. * @returns current bounding info (or mesh's one if the submesh is global)
  21183. */
  21184. getBoundingInfo(): BoundingInfo;
  21185. /**
  21186. * Sets the submesh BoundingInfo
  21187. * @param boundingInfo defines the new bounding info to use
  21188. * @returns the SubMesh
  21189. */
  21190. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21191. /**
  21192. * Returns the mesh of the current submesh
  21193. * @return the parent mesh
  21194. */
  21195. getMesh(): AbstractMesh;
  21196. /**
  21197. * Returns the rendering mesh of the submesh
  21198. * @returns the rendering mesh (could be different from parent mesh)
  21199. */
  21200. getRenderingMesh(): Mesh;
  21201. /**
  21202. * Returns the submesh material
  21203. * @returns null or the current material
  21204. */
  21205. getMaterial(): Nullable<Material>;
  21206. /**
  21207. * Sets a new updated BoundingInfo object to the submesh
  21208. * @param data defines an optional position array to use to determine the bounding info
  21209. * @returns the SubMesh
  21210. */
  21211. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21212. /** @hidden */
  21213. _checkCollision(collider: Collider): boolean;
  21214. /**
  21215. * Updates the submesh BoundingInfo
  21216. * @param world defines the world matrix to use to update the bounding info
  21217. * @returns the submesh
  21218. */
  21219. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21220. /**
  21221. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21222. * @param frustumPlanes defines the frustum planes
  21223. * @returns true if the submesh is intersecting with the frustum
  21224. */
  21225. isInFrustum(frustumPlanes: Plane[]): boolean;
  21226. /**
  21227. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21228. * @param frustumPlanes defines the frustum planes
  21229. * @returns true if the submesh is inside the frustum
  21230. */
  21231. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21232. /**
  21233. * Renders the submesh
  21234. * @param enableAlphaMode defines if alpha needs to be used
  21235. * @returns the submesh
  21236. */
  21237. render(enableAlphaMode: boolean): SubMesh;
  21238. /**
  21239. * @hidden
  21240. */
  21241. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21242. /**
  21243. * Checks if the submesh intersects with a ray
  21244. * @param ray defines the ray to test
  21245. * @returns true is the passed ray intersects the submesh bounding box
  21246. */
  21247. canIntersects(ray: Ray): boolean;
  21248. /**
  21249. * Intersects current submesh with a ray
  21250. * @param ray defines the ray to test
  21251. * @param positions defines mesh's positions array
  21252. * @param indices defines mesh's indices array
  21253. * @param fastCheck defines if only bounding info should be used
  21254. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21255. * @returns intersection info or null if no intersection
  21256. */
  21257. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21258. /** @hidden */
  21259. private _intersectLines;
  21260. /** @hidden */
  21261. private _intersectUnIndexedLines;
  21262. /** @hidden */
  21263. private _intersectTriangles;
  21264. /** @hidden */
  21265. private _intersectUnIndexedTriangles;
  21266. /** @hidden */
  21267. _rebuild(): void;
  21268. /**
  21269. * Creates a new submesh from the passed mesh
  21270. * @param newMesh defines the new hosting mesh
  21271. * @param newRenderingMesh defines an optional rendering mesh
  21272. * @returns the new submesh
  21273. */
  21274. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21275. /**
  21276. * Release associated resources
  21277. */
  21278. dispose(): void;
  21279. /**
  21280. * Gets the class name
  21281. * @returns the string "SubMesh".
  21282. */
  21283. getClassName(): string;
  21284. /**
  21285. * Creates a new submesh from indices data
  21286. * @param materialIndex the index of the main mesh material
  21287. * @param startIndex the index where to start the copy in the mesh indices array
  21288. * @param indexCount the number of indices to copy then from the startIndex
  21289. * @param mesh the main mesh to create the submesh from
  21290. * @param renderingMesh the optional rendering mesh
  21291. * @returns a new submesh
  21292. */
  21293. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21294. }
  21295. }
  21296. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21297. /**
  21298. * Class used to represent data loading progression
  21299. */
  21300. export class SceneLoaderFlags {
  21301. private static _ForceFullSceneLoadingForIncremental;
  21302. private static _ShowLoadingScreen;
  21303. private static _CleanBoneMatrixWeights;
  21304. private static _loggingLevel;
  21305. /**
  21306. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21307. */
  21308. static ForceFullSceneLoadingForIncremental: boolean;
  21309. /**
  21310. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21311. */
  21312. static ShowLoadingScreen: boolean;
  21313. /**
  21314. * Defines the current logging level (while loading the scene)
  21315. * @ignorenaming
  21316. */
  21317. static loggingLevel: number;
  21318. /**
  21319. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21320. */
  21321. static CleanBoneMatrixWeights: boolean;
  21322. }
  21323. }
  21324. declare module "babylonjs/Meshes/geometry" {
  21325. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21326. import { Scene } from "babylonjs/scene";
  21327. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21328. import { Engine } from "babylonjs/Engines/engine";
  21329. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21330. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21331. import { Effect } from "babylonjs/Materials/effect";
  21332. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21333. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21334. import { Mesh } from "babylonjs/Meshes/mesh";
  21335. /**
  21336. * Class used to store geometry data (vertex buffers + index buffer)
  21337. */
  21338. export class Geometry implements IGetSetVerticesData {
  21339. /**
  21340. * Gets or sets the ID of the geometry
  21341. */
  21342. id: string;
  21343. /**
  21344. * Gets or sets the unique ID of the geometry
  21345. */
  21346. uniqueId: number;
  21347. /**
  21348. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21349. */
  21350. delayLoadState: number;
  21351. /**
  21352. * Gets the file containing the data to load when running in delay load state
  21353. */
  21354. delayLoadingFile: Nullable<string>;
  21355. /**
  21356. * Callback called when the geometry is updated
  21357. */
  21358. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21359. private _scene;
  21360. private _engine;
  21361. private _meshes;
  21362. private _totalVertices;
  21363. /** @hidden */
  21364. _indices: IndicesArray;
  21365. /** @hidden */
  21366. _vertexBuffers: {
  21367. [key: string]: VertexBuffer;
  21368. };
  21369. private _isDisposed;
  21370. private _extend;
  21371. private _boundingBias;
  21372. /** @hidden */
  21373. _delayInfo: Array<string>;
  21374. private _indexBuffer;
  21375. private _indexBufferIsUpdatable;
  21376. /** @hidden */
  21377. _boundingInfo: Nullable<BoundingInfo>;
  21378. /** @hidden */
  21379. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21380. /** @hidden */
  21381. _softwareSkinningFrameId: number;
  21382. private _vertexArrayObjects;
  21383. private _updatable;
  21384. /** @hidden */
  21385. _positions: Nullable<Vector3[]>;
  21386. /**
  21387. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21388. */
  21389. /**
  21390. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21391. */
  21392. boundingBias: Vector2;
  21393. /**
  21394. * Static function used to attach a new empty geometry to a mesh
  21395. * @param mesh defines the mesh to attach the geometry to
  21396. * @returns the new Geometry
  21397. */
  21398. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21399. /**
  21400. * Creates a new geometry
  21401. * @param id defines the unique ID
  21402. * @param scene defines the hosting scene
  21403. * @param vertexData defines the VertexData used to get geometry data
  21404. * @param updatable defines if geometry must be updatable (false by default)
  21405. * @param mesh defines the mesh that will be associated with the geometry
  21406. */
  21407. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21408. /**
  21409. * Gets the current extend of the geometry
  21410. */
  21411. readonly extend: {
  21412. minimum: Vector3;
  21413. maximum: Vector3;
  21414. };
  21415. /**
  21416. * Gets the hosting scene
  21417. * @returns the hosting Scene
  21418. */
  21419. getScene(): Scene;
  21420. /**
  21421. * Gets the hosting engine
  21422. * @returns the hosting Engine
  21423. */
  21424. getEngine(): Engine;
  21425. /**
  21426. * Defines if the geometry is ready to use
  21427. * @returns true if the geometry is ready to be used
  21428. */
  21429. isReady(): boolean;
  21430. /**
  21431. * Gets a value indicating that the geometry should not be serialized
  21432. */
  21433. readonly doNotSerialize: boolean;
  21434. /** @hidden */
  21435. _rebuild(): void;
  21436. /**
  21437. * Affects all geometry data in one call
  21438. * @param vertexData defines the geometry data
  21439. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21440. */
  21441. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21442. /**
  21443. * Set specific vertex data
  21444. * @param kind defines the data kind (Position, normal, etc...)
  21445. * @param data defines the vertex data to use
  21446. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21447. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21448. */
  21449. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21450. /**
  21451. * Removes a specific vertex data
  21452. * @param kind defines the data kind (Position, normal, etc...)
  21453. */
  21454. removeVerticesData(kind: string): void;
  21455. /**
  21456. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21457. * @param buffer defines the vertex buffer to use
  21458. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21459. */
  21460. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21461. /**
  21462. * Update a specific vertex buffer
  21463. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21464. * It will do nothing if the buffer is not updatable
  21465. * @param kind defines the data kind (Position, normal, etc...)
  21466. * @param data defines the data to use
  21467. * @param offset defines the offset in the target buffer where to store the data
  21468. * @param useBytes set to true if the offset is in bytes
  21469. */
  21470. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21471. /**
  21472. * Update a specific vertex buffer
  21473. * This function will create a new buffer if the current one is not updatable
  21474. * @param kind defines the data kind (Position, normal, etc...)
  21475. * @param data defines the data to use
  21476. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21477. */
  21478. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21479. private _updateBoundingInfo;
  21480. /** @hidden */
  21481. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21482. /**
  21483. * Gets total number of vertices
  21484. * @returns the total number of vertices
  21485. */
  21486. getTotalVertices(): number;
  21487. /**
  21488. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21489. * @param kind defines the data kind (Position, normal, etc...)
  21490. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21491. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21492. * @returns a float array containing vertex data
  21493. */
  21494. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21495. /**
  21496. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @returns true if the vertex buffer with the specified kind is updatable
  21499. */
  21500. isVertexBufferUpdatable(kind: string): boolean;
  21501. /**
  21502. * Gets a specific vertex buffer
  21503. * @param kind defines the data kind (Position, normal, etc...)
  21504. * @returns a VertexBuffer
  21505. */
  21506. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21507. /**
  21508. * Returns all vertex buffers
  21509. * @return an object holding all vertex buffers indexed by kind
  21510. */
  21511. getVertexBuffers(): Nullable<{
  21512. [key: string]: VertexBuffer;
  21513. }>;
  21514. /**
  21515. * Gets a boolean indicating if specific vertex buffer is present
  21516. * @param kind defines the data kind (Position, normal, etc...)
  21517. * @returns true if data is present
  21518. */
  21519. isVerticesDataPresent(kind: string): boolean;
  21520. /**
  21521. * Gets a list of all attached data kinds (Position, normal, etc...)
  21522. * @returns a list of string containing all kinds
  21523. */
  21524. getVerticesDataKinds(): string[];
  21525. /**
  21526. * Update index buffer
  21527. * @param indices defines the indices to store in the index buffer
  21528. * @param offset defines the offset in the target buffer where to store the data
  21529. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21530. */
  21531. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21532. /**
  21533. * Creates a new index buffer
  21534. * @param indices defines the indices to store in the index buffer
  21535. * @param totalVertices defines the total number of vertices (could be null)
  21536. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21537. */
  21538. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21539. /**
  21540. * Return the total number of indices
  21541. * @returns the total number of indices
  21542. */
  21543. getTotalIndices(): number;
  21544. /**
  21545. * Gets the index buffer array
  21546. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21547. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21548. * @returns the index buffer array
  21549. */
  21550. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21551. /**
  21552. * Gets the index buffer
  21553. * @return the index buffer
  21554. */
  21555. getIndexBuffer(): Nullable<DataBuffer>;
  21556. /** @hidden */
  21557. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21558. /**
  21559. * Release the associated resources for a specific mesh
  21560. * @param mesh defines the source mesh
  21561. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21562. */
  21563. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21564. /**
  21565. * Apply current geometry to a given mesh
  21566. * @param mesh defines the mesh to apply geometry to
  21567. */
  21568. applyToMesh(mesh: Mesh): void;
  21569. private _updateExtend;
  21570. private _applyToMesh;
  21571. private notifyUpdate;
  21572. /**
  21573. * Load the geometry if it was flagged as delay loaded
  21574. * @param scene defines the hosting scene
  21575. * @param onLoaded defines a callback called when the geometry is loaded
  21576. */
  21577. load(scene: Scene, onLoaded?: () => void): void;
  21578. private _queueLoad;
  21579. /**
  21580. * Invert the geometry to move from a right handed system to a left handed one.
  21581. */
  21582. toLeftHanded(): void;
  21583. /** @hidden */
  21584. _resetPointsArrayCache(): void;
  21585. /** @hidden */
  21586. _generatePointsArray(): boolean;
  21587. /**
  21588. * Gets a value indicating if the geometry is disposed
  21589. * @returns true if the geometry was disposed
  21590. */
  21591. isDisposed(): boolean;
  21592. private _disposeVertexArrayObjects;
  21593. /**
  21594. * Free all associated resources
  21595. */
  21596. dispose(): void;
  21597. /**
  21598. * Clone the current geometry into a new geometry
  21599. * @param id defines the unique ID of the new geometry
  21600. * @returns a new geometry object
  21601. */
  21602. copy(id: string): Geometry;
  21603. /**
  21604. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21605. * @return a JSON representation of the current geometry data (without the vertices data)
  21606. */
  21607. serialize(): any;
  21608. private toNumberArray;
  21609. /**
  21610. * Serialize all vertices data into a JSON oject
  21611. * @returns a JSON representation of the current geometry data
  21612. */
  21613. serializeVerticeData(): any;
  21614. /**
  21615. * Extracts a clone of a mesh geometry
  21616. * @param mesh defines the source mesh
  21617. * @param id defines the unique ID of the new geometry object
  21618. * @returns the new geometry object
  21619. */
  21620. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21621. /**
  21622. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21623. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21624. * Be aware Math.random() could cause collisions, but:
  21625. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21626. * @returns a string containing a new GUID
  21627. */
  21628. static RandomId(): string;
  21629. /** @hidden */
  21630. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21631. private static _CleanMatricesWeights;
  21632. /**
  21633. * Create a new geometry from persisted data (Using .babylon file format)
  21634. * @param parsedVertexData defines the persisted data
  21635. * @param scene defines the hosting scene
  21636. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21637. * @returns the new geometry object
  21638. */
  21639. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21640. }
  21641. }
  21642. declare module "babylonjs/Meshes/mesh.vertexData" {
  21643. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21644. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21645. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21646. import { Geometry } from "babylonjs/Meshes/geometry";
  21647. import { Mesh } from "babylonjs/Meshes/mesh";
  21648. /**
  21649. * Define an interface for all classes that will get and set the data on vertices
  21650. */
  21651. export interface IGetSetVerticesData {
  21652. /**
  21653. * Gets a boolean indicating if specific vertex data is present
  21654. * @param kind defines the vertex data kind to use
  21655. * @returns true is data kind is present
  21656. */
  21657. isVerticesDataPresent(kind: string): boolean;
  21658. /**
  21659. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21660. * @param kind defines the data kind (Position, normal, etc...)
  21661. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21662. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21663. * @returns a float array containing vertex data
  21664. */
  21665. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21666. /**
  21667. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21668. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21669. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21670. * @returns the indices array or an empty array if the mesh has no geometry
  21671. */
  21672. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21673. /**
  21674. * Set specific vertex data
  21675. * @param kind defines the data kind (Position, normal, etc...)
  21676. * @param data defines the vertex data to use
  21677. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21678. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21679. */
  21680. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21681. /**
  21682. * Update a specific associated vertex buffer
  21683. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21684. * - VertexBuffer.PositionKind
  21685. * - VertexBuffer.UVKind
  21686. * - VertexBuffer.UV2Kind
  21687. * - VertexBuffer.UV3Kind
  21688. * - VertexBuffer.UV4Kind
  21689. * - VertexBuffer.UV5Kind
  21690. * - VertexBuffer.UV6Kind
  21691. * - VertexBuffer.ColorKind
  21692. * - VertexBuffer.MatricesIndicesKind
  21693. * - VertexBuffer.MatricesIndicesExtraKind
  21694. * - VertexBuffer.MatricesWeightsKind
  21695. * - VertexBuffer.MatricesWeightsExtraKind
  21696. * @param data defines the data source
  21697. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21698. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21699. */
  21700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21701. /**
  21702. * Creates a new index buffer
  21703. * @param indices defines the indices to store in the index buffer
  21704. * @param totalVertices defines the total number of vertices (could be null)
  21705. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21706. */
  21707. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21708. }
  21709. /**
  21710. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21711. */
  21712. export class VertexData {
  21713. /**
  21714. * Mesh side orientation : usually the external or front surface
  21715. */
  21716. static readonly FRONTSIDE: number;
  21717. /**
  21718. * Mesh side orientation : usually the internal or back surface
  21719. */
  21720. static readonly BACKSIDE: number;
  21721. /**
  21722. * Mesh side orientation : both internal and external or front and back surfaces
  21723. */
  21724. static readonly DOUBLESIDE: number;
  21725. /**
  21726. * Mesh side orientation : by default, `FRONTSIDE`
  21727. */
  21728. static readonly DEFAULTSIDE: number;
  21729. /**
  21730. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21731. */
  21732. positions: Nullable<FloatArray>;
  21733. /**
  21734. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21735. */
  21736. normals: Nullable<FloatArray>;
  21737. /**
  21738. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21739. */
  21740. tangents: Nullable<FloatArray>;
  21741. /**
  21742. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21743. */
  21744. uvs: Nullable<FloatArray>;
  21745. /**
  21746. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21747. */
  21748. uvs2: Nullable<FloatArray>;
  21749. /**
  21750. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21751. */
  21752. uvs3: Nullable<FloatArray>;
  21753. /**
  21754. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21755. */
  21756. uvs4: Nullable<FloatArray>;
  21757. /**
  21758. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21759. */
  21760. uvs5: Nullable<FloatArray>;
  21761. /**
  21762. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21763. */
  21764. uvs6: Nullable<FloatArray>;
  21765. /**
  21766. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21767. */
  21768. colors: Nullable<FloatArray>;
  21769. /**
  21770. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21771. */
  21772. matricesIndices: Nullable<FloatArray>;
  21773. /**
  21774. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21775. */
  21776. matricesWeights: Nullable<FloatArray>;
  21777. /**
  21778. * An array extending the number of possible indices
  21779. */
  21780. matricesIndicesExtra: Nullable<FloatArray>;
  21781. /**
  21782. * An array extending the number of possible weights when the number of indices is extended
  21783. */
  21784. matricesWeightsExtra: Nullable<FloatArray>;
  21785. /**
  21786. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21787. */
  21788. indices: Nullable<IndicesArray>;
  21789. /**
  21790. * Uses the passed data array to set the set the values for the specified kind of data
  21791. * @param data a linear array of floating numbers
  21792. * @param kind the type of data that is being set, eg positions, colors etc
  21793. */
  21794. set(data: FloatArray, kind: string): void;
  21795. /**
  21796. * Associates the vertexData to the passed Mesh.
  21797. * Sets it as updatable or not (default `false`)
  21798. * @param mesh the mesh the vertexData is applied to
  21799. * @param updatable when used and having the value true allows new data to update the vertexData
  21800. * @returns the VertexData
  21801. */
  21802. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21803. /**
  21804. * Associates the vertexData to the passed Geometry.
  21805. * Sets it as updatable or not (default `false`)
  21806. * @param geometry the geometry the vertexData is applied to
  21807. * @param updatable when used and having the value true allows new data to update the vertexData
  21808. * @returns VertexData
  21809. */
  21810. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21811. /**
  21812. * Updates the associated mesh
  21813. * @param mesh the mesh to be updated
  21814. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21815. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21816. * @returns VertexData
  21817. */
  21818. updateMesh(mesh: Mesh): VertexData;
  21819. /**
  21820. * Updates the associated geometry
  21821. * @param geometry the geometry to be updated
  21822. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21823. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21824. * @returns VertexData.
  21825. */
  21826. updateGeometry(geometry: Geometry): VertexData;
  21827. private _applyTo;
  21828. private _update;
  21829. /**
  21830. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21831. * @param matrix the transforming matrix
  21832. * @returns the VertexData
  21833. */
  21834. transform(matrix: Matrix): VertexData;
  21835. /**
  21836. * Merges the passed VertexData into the current one
  21837. * @param other the VertexData to be merged into the current one
  21838. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21839. * @returns the modified VertexData
  21840. */
  21841. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21842. private _mergeElement;
  21843. private _validate;
  21844. /**
  21845. * Serializes the VertexData
  21846. * @returns a serialized object
  21847. */
  21848. serialize(): any;
  21849. /**
  21850. * Extracts the vertexData from a mesh
  21851. * @param mesh the mesh from which to extract the VertexData
  21852. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21853. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21854. * @returns the object VertexData associated to the passed mesh
  21855. */
  21856. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21857. /**
  21858. * Extracts the vertexData from the geometry
  21859. * @param geometry the geometry from which to extract the VertexData
  21860. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21861. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21862. * @returns the object VertexData associated to the passed mesh
  21863. */
  21864. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21865. private static _ExtractFrom;
  21866. /**
  21867. * Creates the VertexData for a Ribbon
  21868. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21869. * * pathArray array of paths, each of which an array of successive Vector3
  21870. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21871. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21872. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21873. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21874. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21875. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21876. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21877. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21878. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21879. * @returns the VertexData of the ribbon
  21880. */
  21881. static CreateRibbon(options: {
  21882. pathArray: Vector3[][];
  21883. closeArray?: boolean;
  21884. closePath?: boolean;
  21885. offset?: number;
  21886. sideOrientation?: number;
  21887. frontUVs?: Vector4;
  21888. backUVs?: Vector4;
  21889. invertUV?: boolean;
  21890. uvs?: Vector2[];
  21891. colors?: Color4[];
  21892. }): VertexData;
  21893. /**
  21894. * Creates the VertexData for a box
  21895. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21896. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21897. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21898. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21899. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21900. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21901. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21902. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21903. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21904. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21905. * @returns the VertexData of the box
  21906. */
  21907. static CreateBox(options: {
  21908. size?: number;
  21909. width?: number;
  21910. height?: number;
  21911. depth?: number;
  21912. faceUV?: Vector4[];
  21913. faceColors?: Color4[];
  21914. sideOrientation?: number;
  21915. frontUVs?: Vector4;
  21916. backUVs?: Vector4;
  21917. }): VertexData;
  21918. /**
  21919. * Creates the VertexData for a tiled box
  21920. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21921. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21922. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21923. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21924. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21925. * @returns the VertexData of the box
  21926. */
  21927. static CreateTiledBox(options: {
  21928. pattern?: number;
  21929. width?: number;
  21930. height?: number;
  21931. depth?: number;
  21932. tileSize?: number;
  21933. tileWidth?: number;
  21934. tileHeight?: number;
  21935. alignHorizontal?: number;
  21936. alignVertical?: number;
  21937. faceUV?: Vector4[];
  21938. faceColors?: Color4[];
  21939. sideOrientation?: number;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled plane
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * pattern a limited pattern arrangement depending on the number
  21945. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21946. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21947. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21948. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21949. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21950. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21951. * @returns the VertexData of the tiled plane
  21952. */
  21953. static CreateTiledPlane(options: {
  21954. pattern?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. size?: number;
  21959. width?: number;
  21960. height?: number;
  21961. alignHorizontal?: number;
  21962. alignVertical?: number;
  21963. sideOrientation?: number;
  21964. frontUVs?: Vector4;
  21965. backUVs?: Vector4;
  21966. }): VertexData;
  21967. /**
  21968. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21969. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21970. * * segments sets the number of horizontal strips optional, default 32
  21971. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21972. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21973. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21974. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21975. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  21976. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  21977. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21978. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21979. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21980. * @returns the VertexData of the ellipsoid
  21981. */
  21982. static CreateSphere(options: {
  21983. segments?: number;
  21984. diameter?: number;
  21985. diameterX?: number;
  21986. diameterY?: number;
  21987. diameterZ?: number;
  21988. arc?: number;
  21989. slice?: number;
  21990. sideOrientation?: number;
  21991. frontUVs?: Vector4;
  21992. backUVs?: Vector4;
  21993. }): VertexData;
  21994. /**
  21995. * Creates the VertexData for a cylinder, cone or prism
  21996. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21997. * * height sets the height (y direction) of the cylinder, optional, default 2
  21998. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  21999. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22000. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22001. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22002. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22003. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22004. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22005. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22006. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22007. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22010. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22011. * @returns the VertexData of the cylinder, cone or prism
  22012. */
  22013. static CreateCylinder(options: {
  22014. height?: number;
  22015. diameterTop?: number;
  22016. diameterBottom?: number;
  22017. diameter?: number;
  22018. tessellation?: number;
  22019. subdivisions?: number;
  22020. arc?: number;
  22021. faceColors?: Color4[];
  22022. faceUV?: Vector4[];
  22023. hasRings?: boolean;
  22024. enclose?: boolean;
  22025. sideOrientation?: number;
  22026. frontUVs?: Vector4;
  22027. backUVs?: Vector4;
  22028. }): VertexData;
  22029. /**
  22030. * Creates the VertexData for a torus
  22031. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22032. * * diameter the diameter of the torus, optional default 1
  22033. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22034. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22035. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22036. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22037. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22038. * @returns the VertexData of the torus
  22039. */
  22040. static CreateTorus(options: {
  22041. diameter?: number;
  22042. thickness?: number;
  22043. tessellation?: number;
  22044. sideOrientation?: number;
  22045. frontUVs?: Vector4;
  22046. backUVs?: Vector4;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData of the LineSystem
  22050. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22051. * - lines an array of lines, each line being an array of successive Vector3
  22052. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22053. * @returns the VertexData of the LineSystem
  22054. */
  22055. static CreateLineSystem(options: {
  22056. lines: Vector3[][];
  22057. colors?: Nullable<Color4[][]>;
  22058. }): VertexData;
  22059. /**
  22060. * Create the VertexData for a DashedLines
  22061. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22062. * - points an array successive Vector3
  22063. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22064. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22065. * - dashNb the intended total number of dashes, optional, default 200
  22066. * @returns the VertexData for the DashedLines
  22067. */
  22068. static CreateDashedLines(options: {
  22069. points: Vector3[];
  22070. dashSize?: number;
  22071. gapSize?: number;
  22072. dashNb?: number;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for a Ground
  22076. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22077. * - width the width (x direction) of the ground, optional, default 1
  22078. * - height the height (z direction) of the ground, optional, default 1
  22079. * - subdivisions the number of subdivisions per side, optional, default 1
  22080. * @returns the VertexData of the Ground
  22081. */
  22082. static CreateGround(options: {
  22083. width?: number;
  22084. height?: number;
  22085. subdivisions?: number;
  22086. subdivisionsX?: number;
  22087. subdivisionsY?: number;
  22088. }): VertexData;
  22089. /**
  22090. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22091. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22092. * * xmin the ground minimum X coordinate, optional, default -1
  22093. * * zmin the ground minimum Z coordinate, optional, default -1
  22094. * * xmax the ground maximum X coordinate, optional, default 1
  22095. * * zmax the ground maximum Z coordinate, optional, default 1
  22096. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22097. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22098. * @returns the VertexData of the TiledGround
  22099. */
  22100. static CreateTiledGround(options: {
  22101. xmin: number;
  22102. zmin: number;
  22103. xmax: number;
  22104. zmax: number;
  22105. subdivisions?: {
  22106. w: number;
  22107. h: number;
  22108. };
  22109. precision?: {
  22110. w: number;
  22111. h: number;
  22112. };
  22113. }): VertexData;
  22114. /**
  22115. * Creates the VertexData of the Ground designed from a heightmap
  22116. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22117. * * width the width (x direction) of the ground
  22118. * * height the height (z direction) of the ground
  22119. * * subdivisions the number of subdivisions per side
  22120. * * minHeight the minimum altitude on the ground, optional, default 0
  22121. * * maxHeight the maximum altitude on the ground, optional default 1
  22122. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22123. * * buffer the array holding the image color data
  22124. * * bufferWidth the width of image
  22125. * * bufferHeight the height of image
  22126. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22127. * @returns the VertexData of the Ground designed from a heightmap
  22128. */
  22129. static CreateGroundFromHeightMap(options: {
  22130. width: number;
  22131. height: number;
  22132. subdivisions: number;
  22133. minHeight: number;
  22134. maxHeight: number;
  22135. colorFilter: Color3;
  22136. buffer: Uint8Array;
  22137. bufferWidth: number;
  22138. bufferHeight: number;
  22139. alphaFilter: number;
  22140. }): VertexData;
  22141. /**
  22142. * Creates the VertexData for a Plane
  22143. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22144. * * size sets the width and height of the plane to the value of size, optional default 1
  22145. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22146. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22147. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22148. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22149. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22150. * @returns the VertexData of the box
  22151. */
  22152. static CreatePlane(options: {
  22153. size?: number;
  22154. width?: number;
  22155. height?: number;
  22156. sideOrientation?: number;
  22157. frontUVs?: Vector4;
  22158. backUVs?: Vector4;
  22159. }): VertexData;
  22160. /**
  22161. * Creates the VertexData of the Disc or regular Polygon
  22162. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22163. * * radius the radius of the disc, optional default 0.5
  22164. * * tessellation the number of polygon sides, optional, default 64
  22165. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22166. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22167. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22168. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22169. * @returns the VertexData of the box
  22170. */
  22171. static CreateDisc(options: {
  22172. radius?: number;
  22173. tessellation?: number;
  22174. arc?: number;
  22175. sideOrientation?: number;
  22176. frontUVs?: Vector4;
  22177. backUVs?: Vector4;
  22178. }): VertexData;
  22179. /**
  22180. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22181. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22182. * @param polygon a mesh built from polygonTriangulation.build()
  22183. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22184. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22185. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22186. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22187. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22188. * @returns the VertexData of the Polygon
  22189. */
  22190. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22191. /**
  22192. * Creates the VertexData of the IcoSphere
  22193. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22194. * * radius the radius of the IcoSphere, optional default 1
  22195. * * radiusX allows stretching in the x direction, optional, default radius
  22196. * * radiusY allows stretching in the y direction, optional, default radius
  22197. * * radiusZ allows stretching in the z direction, optional, default radius
  22198. * * flat when true creates a flat shaded mesh, optional, default true
  22199. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22201. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22202. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22203. * @returns the VertexData of the IcoSphere
  22204. */
  22205. static CreateIcoSphere(options: {
  22206. radius?: number;
  22207. radiusX?: number;
  22208. radiusY?: number;
  22209. radiusZ?: number;
  22210. flat?: boolean;
  22211. subdivisions?: number;
  22212. sideOrientation?: number;
  22213. frontUVs?: Vector4;
  22214. backUVs?: Vector4;
  22215. }): VertexData;
  22216. /**
  22217. * Creates the VertexData for a Polyhedron
  22218. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22219. * * type provided types are:
  22220. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22221. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22222. * * size the size of the IcoSphere, optional default 1
  22223. * * sizeX allows stretching in the x direction, optional, default size
  22224. * * sizeY allows stretching in the y direction, optional, default size
  22225. * * sizeZ allows stretching in the z direction, optional, default size
  22226. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22227. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22233. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22234. * @returns the VertexData of the Polyhedron
  22235. */
  22236. static CreatePolyhedron(options: {
  22237. type?: number;
  22238. size?: number;
  22239. sizeX?: number;
  22240. sizeY?: number;
  22241. sizeZ?: number;
  22242. custom?: any;
  22243. faceUV?: Vector4[];
  22244. faceColors?: Color4[];
  22245. flat?: boolean;
  22246. sideOrientation?: number;
  22247. frontUVs?: Vector4;
  22248. backUVs?: Vector4;
  22249. }): VertexData;
  22250. /**
  22251. * Creates the VertexData for a TorusKnot
  22252. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22253. * * radius the radius of the torus knot, optional, default 2
  22254. * * tube the thickness of the tube, optional, default 0.5
  22255. * * radialSegments the number of sides on each tube segments, optional, default 32
  22256. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22257. * * p the number of windings around the z axis, optional, default 2
  22258. * * q the number of windings around the x axis, optional, default 3
  22259. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22260. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22261. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22262. * @returns the VertexData of the Torus Knot
  22263. */
  22264. static CreateTorusKnot(options: {
  22265. radius?: number;
  22266. tube?: number;
  22267. radialSegments?: number;
  22268. tubularSegments?: number;
  22269. p?: number;
  22270. q?: number;
  22271. sideOrientation?: number;
  22272. frontUVs?: Vector4;
  22273. backUVs?: Vector4;
  22274. }): VertexData;
  22275. /**
  22276. * Compute normals for given positions and indices
  22277. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22278. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22279. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22280. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22281. * * facetNormals : optional array of facet normals (vector3)
  22282. * * facetPositions : optional array of facet positions (vector3)
  22283. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22284. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22285. * * bInfo : optional bounding info, required for facetPartitioning computation
  22286. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22287. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22288. * * useRightHandedSystem: optional boolean to for right handed system computation
  22289. * * depthSort : optional boolean to enable the facet depth sort computation
  22290. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22291. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22292. */
  22293. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22294. facetNormals?: any;
  22295. facetPositions?: any;
  22296. facetPartitioning?: any;
  22297. ratio?: number;
  22298. bInfo?: any;
  22299. bbSize?: Vector3;
  22300. subDiv?: any;
  22301. useRightHandedSystem?: boolean;
  22302. depthSort?: boolean;
  22303. distanceTo?: Vector3;
  22304. depthSortedFacets?: any;
  22305. }): void;
  22306. /** @hidden */
  22307. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22308. /**
  22309. * Applies VertexData created from the imported parameters to the geometry
  22310. * @param parsedVertexData the parsed data from an imported file
  22311. * @param geometry the geometry to apply the VertexData to
  22312. */
  22313. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22314. }
  22315. }
  22316. declare module "babylonjs/Morph/morphTarget" {
  22317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22318. import { Observable } from "babylonjs/Misc/observable";
  22319. import { Nullable, FloatArray } from "babylonjs/types";
  22320. import { Scene } from "babylonjs/scene";
  22321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22322. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22323. /**
  22324. * Defines a target to use with MorphTargetManager
  22325. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22326. */
  22327. export class MorphTarget implements IAnimatable {
  22328. /** defines the name of the target */
  22329. name: string;
  22330. /**
  22331. * Gets or sets the list of animations
  22332. */
  22333. animations: import("babylonjs/Animations/animation").Animation[];
  22334. private _scene;
  22335. private _positions;
  22336. private _normals;
  22337. private _tangents;
  22338. private _uvs;
  22339. private _influence;
  22340. /**
  22341. * Observable raised when the influence changes
  22342. */
  22343. onInfluenceChanged: Observable<boolean>;
  22344. /** @hidden */
  22345. _onDataLayoutChanged: Observable<void>;
  22346. /**
  22347. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22348. */
  22349. influence: number;
  22350. /**
  22351. * Gets or sets the id of the morph Target
  22352. */
  22353. id: string;
  22354. private _animationPropertiesOverride;
  22355. /**
  22356. * Gets or sets the animation properties override
  22357. */
  22358. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22359. /**
  22360. * Creates a new MorphTarget
  22361. * @param name defines the name of the target
  22362. * @param influence defines the influence to use
  22363. * @param scene defines the scene the morphtarget belongs to
  22364. */
  22365. constructor(
  22366. /** defines the name of the target */
  22367. name: string, influence?: number, scene?: Nullable<Scene>);
  22368. /**
  22369. * Gets a boolean defining if the target contains position data
  22370. */
  22371. readonly hasPositions: boolean;
  22372. /**
  22373. * Gets a boolean defining if the target contains normal data
  22374. */
  22375. readonly hasNormals: boolean;
  22376. /**
  22377. * Gets a boolean defining if the target contains tangent data
  22378. */
  22379. readonly hasTangents: boolean;
  22380. /**
  22381. * Gets a boolean defining if the target contains texture coordinates data
  22382. */
  22383. readonly hasUVs: boolean;
  22384. /**
  22385. * Affects position data to this target
  22386. * @param data defines the position data to use
  22387. */
  22388. setPositions(data: Nullable<FloatArray>): void;
  22389. /**
  22390. * Gets the position data stored in this target
  22391. * @returns a FloatArray containing the position data (or null if not present)
  22392. */
  22393. getPositions(): Nullable<FloatArray>;
  22394. /**
  22395. * Affects normal data to this target
  22396. * @param data defines the normal data to use
  22397. */
  22398. setNormals(data: Nullable<FloatArray>): void;
  22399. /**
  22400. * Gets the normal data stored in this target
  22401. * @returns a FloatArray containing the normal data (or null if not present)
  22402. */
  22403. getNormals(): Nullable<FloatArray>;
  22404. /**
  22405. * Affects tangent data to this target
  22406. * @param data defines the tangent data to use
  22407. */
  22408. setTangents(data: Nullable<FloatArray>): void;
  22409. /**
  22410. * Gets the tangent data stored in this target
  22411. * @returns a FloatArray containing the tangent data (or null if not present)
  22412. */
  22413. getTangents(): Nullable<FloatArray>;
  22414. /**
  22415. * Affects texture coordinates data to this target
  22416. * @param data defines the texture coordinates data to use
  22417. */
  22418. setUVs(data: Nullable<FloatArray>): void;
  22419. /**
  22420. * Gets the texture coordinates data stored in this target
  22421. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22422. */
  22423. getUVs(): Nullable<FloatArray>;
  22424. /**
  22425. * Serializes the current target into a Serialization object
  22426. * @returns the serialized object
  22427. */
  22428. serialize(): any;
  22429. /**
  22430. * Returns the string "MorphTarget"
  22431. * @returns "MorphTarget"
  22432. */
  22433. getClassName(): string;
  22434. /**
  22435. * Creates a new target from serialized data
  22436. * @param serializationObject defines the serialized data to use
  22437. * @returns a new MorphTarget
  22438. */
  22439. static Parse(serializationObject: any): MorphTarget;
  22440. /**
  22441. * Creates a MorphTarget from mesh data
  22442. * @param mesh defines the source mesh
  22443. * @param name defines the name to use for the new target
  22444. * @param influence defines the influence to attach to the target
  22445. * @returns a new MorphTarget
  22446. */
  22447. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22448. }
  22449. }
  22450. declare module "babylonjs/Morph/morphTargetManager" {
  22451. import { Nullable } from "babylonjs/types";
  22452. import { Scene } from "babylonjs/scene";
  22453. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22454. /**
  22455. * This class is used to deform meshes using morphing between different targets
  22456. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22457. */
  22458. export class MorphTargetManager {
  22459. private _targets;
  22460. private _targetInfluenceChangedObservers;
  22461. private _targetDataLayoutChangedObservers;
  22462. private _activeTargets;
  22463. private _scene;
  22464. private _influences;
  22465. private _supportsNormals;
  22466. private _supportsTangents;
  22467. private _supportsUVs;
  22468. private _vertexCount;
  22469. private _uniqueId;
  22470. private _tempInfluences;
  22471. /**
  22472. * Gets or sets a boolean indicating if normals must be morphed
  22473. */
  22474. enableNormalMorphing: boolean;
  22475. /**
  22476. * Gets or sets a boolean indicating if tangents must be morphed
  22477. */
  22478. enableTangentMorphing: boolean;
  22479. /**
  22480. * Gets or sets a boolean indicating if UV must be morphed
  22481. */
  22482. enableUVMorphing: boolean;
  22483. /**
  22484. * Creates a new MorphTargetManager
  22485. * @param scene defines the current scene
  22486. */
  22487. constructor(scene?: Nullable<Scene>);
  22488. /**
  22489. * Gets the unique ID of this manager
  22490. */
  22491. readonly uniqueId: number;
  22492. /**
  22493. * Gets the number of vertices handled by this manager
  22494. */
  22495. readonly vertexCount: number;
  22496. /**
  22497. * Gets a boolean indicating if this manager supports morphing of normals
  22498. */
  22499. readonly supportsNormals: boolean;
  22500. /**
  22501. * Gets a boolean indicating if this manager supports morphing of tangents
  22502. */
  22503. readonly supportsTangents: boolean;
  22504. /**
  22505. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22506. */
  22507. readonly supportsUVs: boolean;
  22508. /**
  22509. * Gets the number of targets stored in this manager
  22510. */
  22511. readonly numTargets: number;
  22512. /**
  22513. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22514. */
  22515. readonly numInfluencers: number;
  22516. /**
  22517. * Gets the list of influences (one per target)
  22518. */
  22519. readonly influences: Float32Array;
  22520. /**
  22521. * Gets the active target at specified index. An active target is a target with an influence > 0
  22522. * @param index defines the index to check
  22523. * @returns the requested target
  22524. */
  22525. getActiveTarget(index: number): MorphTarget;
  22526. /**
  22527. * Gets the target at specified index
  22528. * @param index defines the index to check
  22529. * @returns the requested target
  22530. */
  22531. getTarget(index: number): MorphTarget;
  22532. /**
  22533. * Add a new target to this manager
  22534. * @param target defines the target to add
  22535. */
  22536. addTarget(target: MorphTarget): void;
  22537. /**
  22538. * Removes a target from the manager
  22539. * @param target defines the target to remove
  22540. */
  22541. removeTarget(target: MorphTarget): void;
  22542. /**
  22543. * Serializes the current manager into a Serialization object
  22544. * @returns the serialized object
  22545. */
  22546. serialize(): any;
  22547. private _syncActiveTargets;
  22548. /**
  22549. * Syncrhonize the targets with all the meshes using this morph target manager
  22550. */
  22551. synchronize(): void;
  22552. /**
  22553. * Creates a new MorphTargetManager from serialized data
  22554. * @param serializationObject defines the serialized data
  22555. * @param scene defines the hosting scene
  22556. * @returns the new MorphTargetManager
  22557. */
  22558. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22559. }
  22560. }
  22561. declare module "babylonjs/Meshes/meshLODLevel" {
  22562. import { Mesh } from "babylonjs/Meshes/mesh";
  22563. import { Nullable } from "babylonjs/types";
  22564. /**
  22565. * Class used to represent a specific level of detail of a mesh
  22566. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22567. */
  22568. export class MeshLODLevel {
  22569. /** Defines the distance where this level should star being displayed */
  22570. distance: number;
  22571. /** Defines the mesh to use to render this level */
  22572. mesh: Nullable<Mesh>;
  22573. /**
  22574. * Creates a new LOD level
  22575. * @param distance defines the distance where this level should star being displayed
  22576. * @param mesh defines the mesh to use to render this level
  22577. */
  22578. constructor(
  22579. /** Defines the distance where this level should star being displayed */
  22580. distance: number,
  22581. /** Defines the mesh to use to render this level */
  22582. mesh: Nullable<Mesh>);
  22583. }
  22584. }
  22585. declare module "babylonjs/Meshes/groundMesh" {
  22586. import { Scene } from "babylonjs/scene";
  22587. import { Vector3 } from "babylonjs/Maths/math.vector";
  22588. import { Mesh } from "babylonjs/Meshes/mesh";
  22589. /**
  22590. * Mesh representing the gorund
  22591. */
  22592. export class GroundMesh extends Mesh {
  22593. /** If octree should be generated */
  22594. generateOctree: boolean;
  22595. private _heightQuads;
  22596. /** @hidden */
  22597. _subdivisionsX: number;
  22598. /** @hidden */
  22599. _subdivisionsY: number;
  22600. /** @hidden */
  22601. _width: number;
  22602. /** @hidden */
  22603. _height: number;
  22604. /** @hidden */
  22605. _minX: number;
  22606. /** @hidden */
  22607. _maxX: number;
  22608. /** @hidden */
  22609. _minZ: number;
  22610. /** @hidden */
  22611. _maxZ: number;
  22612. constructor(name: string, scene: Scene);
  22613. /**
  22614. * "GroundMesh"
  22615. * @returns "GroundMesh"
  22616. */
  22617. getClassName(): string;
  22618. /**
  22619. * The minimum of x and y subdivisions
  22620. */
  22621. readonly subdivisions: number;
  22622. /**
  22623. * X subdivisions
  22624. */
  22625. readonly subdivisionsX: number;
  22626. /**
  22627. * Y subdivisions
  22628. */
  22629. readonly subdivisionsY: number;
  22630. /**
  22631. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22632. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22633. * @param chunksCount the number of subdivisions for x and y
  22634. * @param octreeBlocksSize (Default: 32)
  22635. */
  22636. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22637. /**
  22638. * Returns a height (y) value in the Worl system :
  22639. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22640. * @param x x coordinate
  22641. * @param z z coordinate
  22642. * @returns the ground y position if (x, z) are outside the ground surface.
  22643. */
  22644. getHeightAtCoordinates(x: number, z: number): number;
  22645. /**
  22646. * Returns a normalized vector (Vector3) orthogonal to the ground
  22647. * at the ground coordinates (x, z) expressed in the World system.
  22648. * @param x x coordinate
  22649. * @param z z coordinate
  22650. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22651. */
  22652. getNormalAtCoordinates(x: number, z: number): Vector3;
  22653. /**
  22654. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22655. * at the ground coordinates (x, z) expressed in the World system.
  22656. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22657. * @param x x coordinate
  22658. * @param z z coordinate
  22659. * @param ref vector to store the result
  22660. * @returns the GroundMesh.
  22661. */
  22662. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22663. /**
  22664. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22665. * if the ground has been updated.
  22666. * This can be used in the render loop.
  22667. * @returns the GroundMesh.
  22668. */
  22669. updateCoordinateHeights(): GroundMesh;
  22670. private _getFacetAt;
  22671. private _initHeightQuads;
  22672. private _computeHeightQuads;
  22673. /**
  22674. * Serializes this ground mesh
  22675. * @param serializationObject object to write serialization to
  22676. */
  22677. serialize(serializationObject: any): void;
  22678. /**
  22679. * Parses a serialized ground mesh
  22680. * @param parsedMesh the serialized mesh
  22681. * @param scene the scene to create the ground mesh in
  22682. * @returns the created ground mesh
  22683. */
  22684. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22685. }
  22686. }
  22687. declare module "babylonjs/Physics/physicsJoint" {
  22688. import { Vector3 } from "babylonjs/Maths/math.vector";
  22689. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22690. /**
  22691. * Interface for Physics-Joint data
  22692. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22693. */
  22694. export interface PhysicsJointData {
  22695. /**
  22696. * The main pivot of the joint
  22697. */
  22698. mainPivot?: Vector3;
  22699. /**
  22700. * The connected pivot of the joint
  22701. */
  22702. connectedPivot?: Vector3;
  22703. /**
  22704. * The main axis of the joint
  22705. */
  22706. mainAxis?: Vector3;
  22707. /**
  22708. * The connected axis of the joint
  22709. */
  22710. connectedAxis?: Vector3;
  22711. /**
  22712. * The collision of the joint
  22713. */
  22714. collision?: boolean;
  22715. /**
  22716. * Native Oimo/Cannon/Energy data
  22717. */
  22718. nativeParams?: any;
  22719. }
  22720. /**
  22721. * This is a holder class for the physics joint created by the physics plugin
  22722. * It holds a set of functions to control the underlying joint
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export class PhysicsJoint {
  22726. /**
  22727. * The type of the physics joint
  22728. */
  22729. type: number;
  22730. /**
  22731. * The data for the physics joint
  22732. */
  22733. jointData: PhysicsJointData;
  22734. private _physicsJoint;
  22735. protected _physicsPlugin: IPhysicsEnginePlugin;
  22736. /**
  22737. * Initializes the physics joint
  22738. * @param type The type of the physics joint
  22739. * @param jointData The data for the physics joint
  22740. */
  22741. constructor(
  22742. /**
  22743. * The type of the physics joint
  22744. */
  22745. type: number,
  22746. /**
  22747. * The data for the physics joint
  22748. */
  22749. jointData: PhysicsJointData);
  22750. /**
  22751. * Gets the physics joint
  22752. */
  22753. /**
  22754. * Sets the physics joint
  22755. */
  22756. physicsJoint: any;
  22757. /**
  22758. * Sets the physics plugin
  22759. */
  22760. physicsPlugin: IPhysicsEnginePlugin;
  22761. /**
  22762. * Execute a function that is physics-plugin specific.
  22763. * @param {Function} func the function that will be executed.
  22764. * It accepts two parameters: the physics world and the physics joint
  22765. */
  22766. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22767. /**
  22768. * Distance-Joint type
  22769. */
  22770. static DistanceJoint: number;
  22771. /**
  22772. * Hinge-Joint type
  22773. */
  22774. static HingeJoint: number;
  22775. /**
  22776. * Ball-and-Socket joint type
  22777. */
  22778. static BallAndSocketJoint: number;
  22779. /**
  22780. * Wheel-Joint type
  22781. */
  22782. static WheelJoint: number;
  22783. /**
  22784. * Slider-Joint type
  22785. */
  22786. static SliderJoint: number;
  22787. /**
  22788. * Prismatic-Joint type
  22789. */
  22790. static PrismaticJoint: number;
  22791. /**
  22792. * Universal-Joint type
  22793. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22794. */
  22795. static UniversalJoint: number;
  22796. /**
  22797. * Hinge-Joint 2 type
  22798. */
  22799. static Hinge2Joint: number;
  22800. /**
  22801. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22802. */
  22803. static PointToPointJoint: number;
  22804. /**
  22805. * Spring-Joint type
  22806. */
  22807. static SpringJoint: number;
  22808. /**
  22809. * Lock-Joint type
  22810. */
  22811. static LockJoint: number;
  22812. }
  22813. /**
  22814. * A class representing a physics distance joint
  22815. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22816. */
  22817. export class DistanceJoint extends PhysicsJoint {
  22818. /**
  22819. *
  22820. * @param jointData The data for the Distance-Joint
  22821. */
  22822. constructor(jointData: DistanceJointData);
  22823. /**
  22824. * Update the predefined distance.
  22825. * @param maxDistance The maximum preferred distance
  22826. * @param minDistance The minimum preferred distance
  22827. */
  22828. updateDistance(maxDistance: number, minDistance?: number): void;
  22829. }
  22830. /**
  22831. * Represents a Motor-Enabled Joint
  22832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22833. */
  22834. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22835. /**
  22836. * Initializes the Motor-Enabled Joint
  22837. * @param type The type of the joint
  22838. * @param jointData The physica joint data for the joint
  22839. */
  22840. constructor(type: number, jointData: PhysicsJointData);
  22841. /**
  22842. * Set the motor values.
  22843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22844. * @param force the force to apply
  22845. * @param maxForce max force for this motor.
  22846. */
  22847. setMotor(force?: number, maxForce?: number): void;
  22848. /**
  22849. * Set the motor's limits.
  22850. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22851. * @param upperLimit The upper limit of the motor
  22852. * @param lowerLimit The lower limit of the motor
  22853. */
  22854. setLimit(upperLimit: number, lowerLimit?: number): void;
  22855. }
  22856. /**
  22857. * This class represents a single physics Hinge-Joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class HingeJoint extends MotorEnabledJoint {
  22861. /**
  22862. * Initializes the Hinge-Joint
  22863. * @param jointData The joint data for the Hinge-Joint
  22864. */
  22865. constructor(jointData: PhysicsJointData);
  22866. /**
  22867. * Set the motor values.
  22868. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22869. * @param {number} force the force to apply
  22870. * @param {number} maxForce max force for this motor.
  22871. */
  22872. setMotor(force?: number, maxForce?: number): void;
  22873. /**
  22874. * Set the motor's limits.
  22875. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22876. * @param upperLimit The upper limit of the motor
  22877. * @param lowerLimit The lower limit of the motor
  22878. */
  22879. setLimit(upperLimit: number, lowerLimit?: number): void;
  22880. }
  22881. /**
  22882. * This class represents a dual hinge physics joint (same as wheel joint)
  22883. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22884. */
  22885. export class Hinge2Joint extends MotorEnabledJoint {
  22886. /**
  22887. * Initializes the Hinge2-Joint
  22888. * @param jointData The joint data for the Hinge2-Joint
  22889. */
  22890. constructor(jointData: PhysicsJointData);
  22891. /**
  22892. * Set the motor values.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param {number} targetSpeed the speed the motor is to reach
  22895. * @param {number} maxForce max force for this motor.
  22896. * @param {motorIndex} the motor's index, 0 or 1.
  22897. */
  22898. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22899. /**
  22900. * Set the motor limits.
  22901. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22902. * @param {number} upperLimit the upper limit
  22903. * @param {number} lowerLimit lower limit
  22904. * @param {motorIndex} the motor's index, 0 or 1.
  22905. */
  22906. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22907. }
  22908. /**
  22909. * Interface for a motor enabled joint
  22910. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22911. */
  22912. export interface IMotorEnabledJoint {
  22913. /**
  22914. * Physics joint
  22915. */
  22916. physicsJoint: any;
  22917. /**
  22918. * Sets the motor of the motor-enabled joint
  22919. * @param force The force of the motor
  22920. * @param maxForce The maximum force of the motor
  22921. * @param motorIndex The index of the motor
  22922. */
  22923. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22924. /**
  22925. * Sets the limit of the motor
  22926. * @param upperLimit The upper limit of the motor
  22927. * @param lowerLimit The lower limit of the motor
  22928. * @param motorIndex The index of the motor
  22929. */
  22930. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22931. }
  22932. /**
  22933. * Joint data for a Distance-Joint
  22934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22935. */
  22936. export interface DistanceJointData extends PhysicsJointData {
  22937. /**
  22938. * Max distance the 2 joint objects can be apart
  22939. */
  22940. maxDistance: number;
  22941. }
  22942. /**
  22943. * Joint data from a spring joint
  22944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22945. */
  22946. export interface SpringJointData extends PhysicsJointData {
  22947. /**
  22948. * Length of the spring
  22949. */
  22950. length: number;
  22951. /**
  22952. * Stiffness of the spring
  22953. */
  22954. stiffness: number;
  22955. /**
  22956. * Damping of the spring
  22957. */
  22958. damping: number;
  22959. /** this callback will be called when applying the force to the impostors. */
  22960. forceApplicationCallback: () => void;
  22961. }
  22962. }
  22963. declare module "babylonjs/Physics/physicsRaycastResult" {
  22964. import { Vector3 } from "babylonjs/Maths/math.vector";
  22965. /**
  22966. * Holds the data for the raycast result
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class PhysicsRaycastResult {
  22970. private _hasHit;
  22971. private _hitDistance;
  22972. private _hitNormalWorld;
  22973. private _hitPointWorld;
  22974. private _rayFromWorld;
  22975. private _rayToWorld;
  22976. /**
  22977. * Gets if there was a hit
  22978. */
  22979. readonly hasHit: boolean;
  22980. /**
  22981. * Gets the distance from the hit
  22982. */
  22983. readonly hitDistance: number;
  22984. /**
  22985. * Gets the hit normal/direction in the world
  22986. */
  22987. readonly hitNormalWorld: Vector3;
  22988. /**
  22989. * Gets the hit point in the world
  22990. */
  22991. readonly hitPointWorld: Vector3;
  22992. /**
  22993. * Gets the ray "start point" of the ray in the world
  22994. */
  22995. readonly rayFromWorld: Vector3;
  22996. /**
  22997. * Gets the ray "end point" of the ray in the world
  22998. */
  22999. readonly rayToWorld: Vector3;
  23000. /**
  23001. * Sets the hit data (normal & point in world space)
  23002. * @param hitNormalWorld defines the normal in world space
  23003. * @param hitPointWorld defines the point in world space
  23004. */
  23005. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23006. /**
  23007. * Sets the distance from the start point to the hit point
  23008. * @param distance
  23009. */
  23010. setHitDistance(distance: number): void;
  23011. /**
  23012. * Calculates the distance manually
  23013. */
  23014. calculateHitDistance(): void;
  23015. /**
  23016. * Resets all the values to default
  23017. * @param from The from point on world space
  23018. * @param to The to point on world space
  23019. */
  23020. reset(from?: Vector3, to?: Vector3): void;
  23021. }
  23022. /**
  23023. * Interface for the size containing width and height
  23024. */
  23025. interface IXYZ {
  23026. /**
  23027. * X
  23028. */
  23029. x: number;
  23030. /**
  23031. * Y
  23032. */
  23033. y: number;
  23034. /**
  23035. * Z
  23036. */
  23037. z: number;
  23038. }
  23039. }
  23040. declare module "babylonjs/Physics/IPhysicsEngine" {
  23041. import { Nullable } from "babylonjs/types";
  23042. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23044. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23045. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23046. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23047. /**
  23048. * Interface used to describe a physics joint
  23049. */
  23050. export interface PhysicsImpostorJoint {
  23051. /** Defines the main impostor to which the joint is linked */
  23052. mainImpostor: PhysicsImpostor;
  23053. /** Defines the impostor that is connected to the main impostor using this joint */
  23054. connectedImpostor: PhysicsImpostor;
  23055. /** Defines the joint itself */
  23056. joint: PhysicsJoint;
  23057. }
  23058. /** @hidden */
  23059. export interface IPhysicsEnginePlugin {
  23060. world: any;
  23061. name: string;
  23062. setGravity(gravity: Vector3): void;
  23063. setTimeStep(timeStep: number): void;
  23064. getTimeStep(): number;
  23065. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23066. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23067. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23068. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23069. removePhysicsBody(impostor: PhysicsImpostor): void;
  23070. generateJoint(joint: PhysicsImpostorJoint): void;
  23071. removeJoint(joint: PhysicsImpostorJoint): void;
  23072. isSupported(): boolean;
  23073. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23074. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23075. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23076. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23077. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23078. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23079. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23080. getBodyMass(impostor: PhysicsImpostor): number;
  23081. getBodyFriction(impostor: PhysicsImpostor): number;
  23082. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23083. getBodyRestitution(impostor: PhysicsImpostor): number;
  23084. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23085. getBodyPressure?(impostor: PhysicsImpostor): number;
  23086. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23087. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23088. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23089. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23090. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23091. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23092. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23093. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23094. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23095. sleepBody(impostor: PhysicsImpostor): void;
  23096. wakeUpBody(impostor: PhysicsImpostor): void;
  23097. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23098. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23099. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23100. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23101. getRadius(impostor: PhysicsImpostor): number;
  23102. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23103. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23104. dispose(): void;
  23105. }
  23106. /**
  23107. * Interface used to define a physics engine
  23108. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23109. */
  23110. export interface IPhysicsEngine {
  23111. /**
  23112. * Gets the gravity vector used by the simulation
  23113. */
  23114. gravity: Vector3;
  23115. /**
  23116. * Sets the gravity vector used by the simulation
  23117. * @param gravity defines the gravity vector to use
  23118. */
  23119. setGravity(gravity: Vector3): void;
  23120. /**
  23121. * Set the time step of the physics engine.
  23122. * Default is 1/60.
  23123. * To slow it down, enter 1/600 for example.
  23124. * To speed it up, 1/30
  23125. * @param newTimeStep the new timestep to apply to this world.
  23126. */
  23127. setTimeStep(newTimeStep: number): void;
  23128. /**
  23129. * Get the time step of the physics engine.
  23130. * @returns the current time step
  23131. */
  23132. getTimeStep(): number;
  23133. /**
  23134. * Release all resources
  23135. */
  23136. dispose(): void;
  23137. /**
  23138. * Gets the name of the current physics plugin
  23139. * @returns the name of the plugin
  23140. */
  23141. getPhysicsPluginName(): string;
  23142. /**
  23143. * Adding a new impostor for the impostor tracking.
  23144. * This will be done by the impostor itself.
  23145. * @param impostor the impostor to add
  23146. */
  23147. addImpostor(impostor: PhysicsImpostor): void;
  23148. /**
  23149. * Remove an impostor from the engine.
  23150. * This impostor and its mesh will not longer be updated by the physics engine.
  23151. * @param impostor the impostor to remove
  23152. */
  23153. removeImpostor(impostor: PhysicsImpostor): void;
  23154. /**
  23155. * Add a joint to the physics engine
  23156. * @param mainImpostor defines the main impostor to which the joint is added.
  23157. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23158. * @param joint defines the joint that will connect both impostors.
  23159. */
  23160. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23161. /**
  23162. * Removes a joint from the simulation
  23163. * @param mainImpostor defines the impostor used with the joint
  23164. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23165. * @param joint defines the joint to remove
  23166. */
  23167. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23168. /**
  23169. * Gets the current plugin used to run the simulation
  23170. * @returns current plugin
  23171. */
  23172. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23173. /**
  23174. * Gets the list of physic impostors
  23175. * @returns an array of PhysicsImpostor
  23176. */
  23177. getImpostors(): Array<PhysicsImpostor>;
  23178. /**
  23179. * Gets the impostor for a physics enabled object
  23180. * @param object defines the object impersonated by the impostor
  23181. * @returns the PhysicsImpostor or null if not found
  23182. */
  23183. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23184. /**
  23185. * Gets the impostor for a physics body object
  23186. * @param body defines physics body used by the impostor
  23187. * @returns the PhysicsImpostor or null if not found
  23188. */
  23189. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23190. /**
  23191. * Does a raycast in the physics world
  23192. * @param from when should the ray start?
  23193. * @param to when should the ray end?
  23194. * @returns PhysicsRaycastResult
  23195. */
  23196. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23197. /**
  23198. * Called by the scene. No need to call it.
  23199. * @param delta defines the timespam between frames
  23200. */
  23201. _step(delta: number): void;
  23202. }
  23203. }
  23204. declare module "babylonjs/Physics/physicsImpostor" {
  23205. import { Nullable, IndicesArray } from "babylonjs/types";
  23206. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23207. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23208. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23209. import { Scene } from "babylonjs/scene";
  23210. import { Bone } from "babylonjs/Bones/bone";
  23211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23212. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23213. import { Space } from "babylonjs/Maths/math.axis";
  23214. /**
  23215. * The interface for the physics imposter parameters
  23216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23217. */
  23218. export interface PhysicsImpostorParameters {
  23219. /**
  23220. * The mass of the physics imposter
  23221. */
  23222. mass: number;
  23223. /**
  23224. * The friction of the physics imposter
  23225. */
  23226. friction?: number;
  23227. /**
  23228. * The coefficient of restitution of the physics imposter
  23229. */
  23230. restitution?: number;
  23231. /**
  23232. * The native options of the physics imposter
  23233. */
  23234. nativeOptions?: any;
  23235. /**
  23236. * Specifies if the parent should be ignored
  23237. */
  23238. ignoreParent?: boolean;
  23239. /**
  23240. * Specifies if bi-directional transformations should be disabled
  23241. */
  23242. disableBidirectionalTransformation?: boolean;
  23243. /**
  23244. * The pressure inside the physics imposter, soft object only
  23245. */
  23246. pressure?: number;
  23247. /**
  23248. * The stiffness the physics imposter, soft object only
  23249. */
  23250. stiffness?: number;
  23251. /**
  23252. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23253. */
  23254. velocityIterations?: number;
  23255. /**
  23256. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23257. */
  23258. positionIterations?: number;
  23259. /**
  23260. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23261. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23262. * Add to fix multiple points
  23263. */
  23264. fixedPoints?: number;
  23265. /**
  23266. * The collision margin around a soft object
  23267. */
  23268. margin?: number;
  23269. /**
  23270. * The collision margin around a soft object
  23271. */
  23272. damping?: number;
  23273. /**
  23274. * The path for a rope based on an extrusion
  23275. */
  23276. path?: any;
  23277. /**
  23278. * The shape of an extrusion used for a rope based on an extrusion
  23279. */
  23280. shape?: any;
  23281. }
  23282. /**
  23283. * Interface for a physics-enabled object
  23284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23285. */
  23286. export interface IPhysicsEnabledObject {
  23287. /**
  23288. * The position of the physics-enabled object
  23289. */
  23290. position: Vector3;
  23291. /**
  23292. * The rotation of the physics-enabled object
  23293. */
  23294. rotationQuaternion: Nullable<Quaternion>;
  23295. /**
  23296. * The scale of the physics-enabled object
  23297. */
  23298. scaling: Vector3;
  23299. /**
  23300. * The rotation of the physics-enabled object
  23301. */
  23302. rotation?: Vector3;
  23303. /**
  23304. * The parent of the physics-enabled object
  23305. */
  23306. parent?: any;
  23307. /**
  23308. * The bounding info of the physics-enabled object
  23309. * @returns The bounding info of the physics-enabled object
  23310. */
  23311. getBoundingInfo(): BoundingInfo;
  23312. /**
  23313. * Computes the world matrix
  23314. * @param force Specifies if the world matrix should be computed by force
  23315. * @returns A world matrix
  23316. */
  23317. computeWorldMatrix(force: boolean): Matrix;
  23318. /**
  23319. * Gets the world matrix
  23320. * @returns A world matrix
  23321. */
  23322. getWorldMatrix?(): Matrix;
  23323. /**
  23324. * Gets the child meshes
  23325. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23326. * @returns An array of abstract meshes
  23327. */
  23328. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23329. /**
  23330. * Gets the vertex data
  23331. * @param kind The type of vertex data
  23332. * @returns A nullable array of numbers, or a float32 array
  23333. */
  23334. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23335. /**
  23336. * Gets the indices from the mesh
  23337. * @returns A nullable array of index arrays
  23338. */
  23339. getIndices?(): Nullable<IndicesArray>;
  23340. /**
  23341. * Gets the scene from the mesh
  23342. * @returns the indices array or null
  23343. */
  23344. getScene?(): Scene;
  23345. /**
  23346. * Gets the absolute position from the mesh
  23347. * @returns the absolute position
  23348. */
  23349. getAbsolutePosition(): Vector3;
  23350. /**
  23351. * Gets the absolute pivot point from the mesh
  23352. * @returns the absolute pivot point
  23353. */
  23354. getAbsolutePivotPoint(): Vector3;
  23355. /**
  23356. * Rotates the mesh
  23357. * @param axis The axis of rotation
  23358. * @param amount The amount of rotation
  23359. * @param space The space of the rotation
  23360. * @returns The rotation transform node
  23361. */
  23362. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23363. /**
  23364. * Translates the mesh
  23365. * @param axis The axis of translation
  23366. * @param distance The distance of translation
  23367. * @param space The space of the translation
  23368. * @returns The transform node
  23369. */
  23370. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23371. /**
  23372. * Sets the absolute position of the mesh
  23373. * @param absolutePosition The absolute position of the mesh
  23374. * @returns The transform node
  23375. */
  23376. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23377. /**
  23378. * Gets the class name of the mesh
  23379. * @returns The class name
  23380. */
  23381. getClassName(): string;
  23382. }
  23383. /**
  23384. * Represents a physics imposter
  23385. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23386. */
  23387. export class PhysicsImpostor {
  23388. /**
  23389. * The physics-enabled object used as the physics imposter
  23390. */
  23391. object: IPhysicsEnabledObject;
  23392. /**
  23393. * The type of the physics imposter
  23394. */
  23395. type: number;
  23396. private _options;
  23397. private _scene?;
  23398. /**
  23399. * The default object size of the imposter
  23400. */
  23401. static DEFAULT_OBJECT_SIZE: Vector3;
  23402. /**
  23403. * The identity quaternion of the imposter
  23404. */
  23405. static IDENTITY_QUATERNION: Quaternion;
  23406. /** @hidden */
  23407. _pluginData: any;
  23408. private _physicsEngine;
  23409. private _physicsBody;
  23410. private _bodyUpdateRequired;
  23411. private _onBeforePhysicsStepCallbacks;
  23412. private _onAfterPhysicsStepCallbacks;
  23413. /** @hidden */
  23414. _onPhysicsCollideCallbacks: Array<{
  23415. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23416. otherImpostors: Array<PhysicsImpostor>;
  23417. }>;
  23418. private _deltaPosition;
  23419. private _deltaRotation;
  23420. private _deltaRotationConjugated;
  23421. /** @hidden */
  23422. _isFromLine: boolean;
  23423. private _parent;
  23424. private _isDisposed;
  23425. private static _tmpVecs;
  23426. private static _tmpQuat;
  23427. /**
  23428. * Specifies if the physics imposter is disposed
  23429. */
  23430. readonly isDisposed: boolean;
  23431. /**
  23432. * Gets the mass of the physics imposter
  23433. */
  23434. mass: number;
  23435. /**
  23436. * Gets the coefficient of friction
  23437. */
  23438. /**
  23439. * Sets the coefficient of friction
  23440. */
  23441. friction: number;
  23442. /**
  23443. * Gets the coefficient of restitution
  23444. */
  23445. /**
  23446. * Sets the coefficient of restitution
  23447. */
  23448. restitution: number;
  23449. /**
  23450. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23451. */
  23452. /**
  23453. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23454. */
  23455. pressure: number;
  23456. /**
  23457. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23458. */
  23459. /**
  23460. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23461. */
  23462. stiffness: number;
  23463. /**
  23464. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23465. */
  23466. /**
  23467. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23468. */
  23469. velocityIterations: number;
  23470. /**
  23471. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23472. */
  23473. /**
  23474. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23475. */
  23476. positionIterations: number;
  23477. /**
  23478. * The unique id of the physics imposter
  23479. * set by the physics engine when adding this impostor to the array
  23480. */
  23481. uniqueId: number;
  23482. /**
  23483. * @hidden
  23484. */
  23485. soft: boolean;
  23486. /**
  23487. * @hidden
  23488. */
  23489. segments: number;
  23490. private _joints;
  23491. /**
  23492. * Initializes the physics imposter
  23493. * @param object The physics-enabled object used as the physics imposter
  23494. * @param type The type of the physics imposter
  23495. * @param _options The options for the physics imposter
  23496. * @param _scene The Babylon scene
  23497. */
  23498. constructor(
  23499. /**
  23500. * The physics-enabled object used as the physics imposter
  23501. */
  23502. object: IPhysicsEnabledObject,
  23503. /**
  23504. * The type of the physics imposter
  23505. */
  23506. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23507. /**
  23508. * This function will completly initialize this impostor.
  23509. * It will create a new body - but only if this mesh has no parent.
  23510. * If it has, this impostor will not be used other than to define the impostor
  23511. * of the child mesh.
  23512. * @hidden
  23513. */
  23514. _init(): void;
  23515. private _getPhysicsParent;
  23516. /**
  23517. * Should a new body be generated.
  23518. * @returns boolean specifying if body initialization is required
  23519. */
  23520. isBodyInitRequired(): boolean;
  23521. /**
  23522. * Sets the updated scaling
  23523. * @param updated Specifies if the scaling is updated
  23524. */
  23525. setScalingUpdated(): void;
  23526. /**
  23527. * Force a regeneration of this or the parent's impostor's body.
  23528. * Use under cautious - This will remove all joints already implemented.
  23529. */
  23530. forceUpdate(): void;
  23531. /**
  23532. * Gets the body that holds this impostor. Either its own, or its parent.
  23533. */
  23534. /**
  23535. * Set the physics body. Used mainly by the physics engine/plugin
  23536. */
  23537. physicsBody: any;
  23538. /**
  23539. * Get the parent of the physics imposter
  23540. * @returns Physics imposter or null
  23541. */
  23542. /**
  23543. * Sets the parent of the physics imposter
  23544. */
  23545. parent: Nullable<PhysicsImpostor>;
  23546. /**
  23547. * Resets the update flags
  23548. */
  23549. resetUpdateFlags(): void;
  23550. /**
  23551. * Gets the object extend size
  23552. * @returns the object extend size
  23553. */
  23554. getObjectExtendSize(): Vector3;
  23555. /**
  23556. * Gets the object center
  23557. * @returns The object center
  23558. */
  23559. getObjectCenter(): Vector3;
  23560. /**
  23561. * Get a specific parametes from the options parameter
  23562. * @param paramName The object parameter name
  23563. * @returns The object parameter
  23564. */
  23565. getParam(paramName: string): any;
  23566. /**
  23567. * Sets a specific parameter in the options given to the physics plugin
  23568. * @param paramName The parameter name
  23569. * @param value The value of the parameter
  23570. */
  23571. setParam(paramName: string, value: number): void;
  23572. /**
  23573. * Specifically change the body's mass option. Won't recreate the physics body object
  23574. * @param mass The mass of the physics imposter
  23575. */
  23576. setMass(mass: number): void;
  23577. /**
  23578. * Gets the linear velocity
  23579. * @returns linear velocity or null
  23580. */
  23581. getLinearVelocity(): Nullable<Vector3>;
  23582. /**
  23583. * Sets the linear velocity
  23584. * @param velocity linear velocity or null
  23585. */
  23586. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23587. /**
  23588. * Gets the angular velocity
  23589. * @returns angular velocity or null
  23590. */
  23591. getAngularVelocity(): Nullable<Vector3>;
  23592. /**
  23593. * Sets the angular velocity
  23594. * @param velocity The velocity or null
  23595. */
  23596. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23597. /**
  23598. * Execute a function with the physics plugin native code
  23599. * Provide a function the will have two variables - the world object and the physics body object
  23600. * @param func The function to execute with the physics plugin native code
  23601. */
  23602. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23603. /**
  23604. * Register a function that will be executed before the physics world is stepping forward
  23605. * @param func The function to execute before the physics world is stepped forward
  23606. */
  23607. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23608. /**
  23609. * Unregister a function that will be executed before the physics world is stepping forward
  23610. * @param func The function to execute before the physics world is stepped forward
  23611. */
  23612. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23613. /**
  23614. * Register a function that will be executed after the physics step
  23615. * @param func The function to execute after physics step
  23616. */
  23617. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23618. /**
  23619. * Unregisters a function that will be executed after the physics step
  23620. * @param func The function to execute after physics step
  23621. */
  23622. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23623. /**
  23624. * register a function that will be executed when this impostor collides against a different body
  23625. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23626. * @param func Callback that is executed on collision
  23627. */
  23628. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23629. /**
  23630. * Unregisters the physics imposter on contact
  23631. * @param collideAgainst The physics object to collide against
  23632. * @param func Callback to execute on collision
  23633. */
  23634. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23635. private _tmpQuat;
  23636. private _tmpQuat2;
  23637. /**
  23638. * Get the parent rotation
  23639. * @returns The parent rotation
  23640. */
  23641. getParentsRotation(): Quaternion;
  23642. /**
  23643. * this function is executed by the physics engine.
  23644. */
  23645. beforeStep: () => void;
  23646. /**
  23647. * this function is executed by the physics engine
  23648. */
  23649. afterStep: () => void;
  23650. /**
  23651. * Legacy collision detection event support
  23652. */
  23653. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23654. /**
  23655. * event and body object due to cannon's event-based architecture.
  23656. */
  23657. onCollide: (e: {
  23658. body: any;
  23659. }) => void;
  23660. /**
  23661. * Apply a force
  23662. * @param force The force to apply
  23663. * @param contactPoint The contact point for the force
  23664. * @returns The physics imposter
  23665. */
  23666. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23667. /**
  23668. * Apply an impulse
  23669. * @param force The impulse force
  23670. * @param contactPoint The contact point for the impulse force
  23671. * @returns The physics imposter
  23672. */
  23673. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23674. /**
  23675. * A help function to create a joint
  23676. * @param otherImpostor A physics imposter used to create a joint
  23677. * @param jointType The type of joint
  23678. * @param jointData The data for the joint
  23679. * @returns The physics imposter
  23680. */
  23681. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23682. /**
  23683. * Add a joint to this impostor with a different impostor
  23684. * @param otherImpostor A physics imposter used to add a joint
  23685. * @param joint The joint to add
  23686. * @returns The physics imposter
  23687. */
  23688. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23689. /**
  23690. * Add an anchor to a cloth impostor
  23691. * @param otherImpostor rigid impostor to anchor to
  23692. * @param width ratio across width from 0 to 1
  23693. * @param height ratio up height from 0 to 1
  23694. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23695. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23696. * @returns impostor the soft imposter
  23697. */
  23698. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23699. /**
  23700. * Add a hook to a rope impostor
  23701. * @param otherImpostor rigid impostor to anchor to
  23702. * @param length ratio across rope from 0 to 1
  23703. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23704. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23705. * @returns impostor the rope imposter
  23706. */
  23707. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23708. /**
  23709. * Will keep this body still, in a sleep mode.
  23710. * @returns the physics imposter
  23711. */
  23712. sleep(): PhysicsImpostor;
  23713. /**
  23714. * Wake the body up.
  23715. * @returns The physics imposter
  23716. */
  23717. wakeUp(): PhysicsImpostor;
  23718. /**
  23719. * Clones the physics imposter
  23720. * @param newObject The physics imposter clones to this physics-enabled object
  23721. * @returns A nullable physics imposter
  23722. */
  23723. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23724. /**
  23725. * Disposes the physics imposter
  23726. */
  23727. dispose(): void;
  23728. /**
  23729. * Sets the delta position
  23730. * @param position The delta position amount
  23731. */
  23732. setDeltaPosition(position: Vector3): void;
  23733. /**
  23734. * Sets the delta rotation
  23735. * @param rotation The delta rotation amount
  23736. */
  23737. setDeltaRotation(rotation: Quaternion): void;
  23738. /**
  23739. * Gets the box size of the physics imposter and stores the result in the input parameter
  23740. * @param result Stores the box size
  23741. * @returns The physics imposter
  23742. */
  23743. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23744. /**
  23745. * Gets the radius of the physics imposter
  23746. * @returns Radius of the physics imposter
  23747. */
  23748. getRadius(): number;
  23749. /**
  23750. * Sync a bone with this impostor
  23751. * @param bone The bone to sync to the impostor.
  23752. * @param boneMesh The mesh that the bone is influencing.
  23753. * @param jointPivot The pivot of the joint / bone in local space.
  23754. * @param distToJoint Optional distance from the impostor to the joint.
  23755. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23756. */
  23757. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23758. /**
  23759. * Sync impostor to a bone
  23760. * @param bone The bone that the impostor will be synced to.
  23761. * @param boneMesh The mesh that the bone is influencing.
  23762. * @param jointPivot The pivot of the joint / bone in local space.
  23763. * @param distToJoint Optional distance from the impostor to the joint.
  23764. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23765. * @param boneAxis Optional vector3 axis the bone is aligned with
  23766. */
  23767. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23768. /**
  23769. * No-Imposter type
  23770. */
  23771. static NoImpostor: number;
  23772. /**
  23773. * Sphere-Imposter type
  23774. */
  23775. static SphereImpostor: number;
  23776. /**
  23777. * Box-Imposter type
  23778. */
  23779. static BoxImpostor: number;
  23780. /**
  23781. * Plane-Imposter type
  23782. */
  23783. static PlaneImpostor: number;
  23784. /**
  23785. * Mesh-imposter type
  23786. */
  23787. static MeshImpostor: number;
  23788. /**
  23789. * Capsule-Impostor type (Ammo.js plugin only)
  23790. */
  23791. static CapsuleImpostor: number;
  23792. /**
  23793. * Cylinder-Imposter type
  23794. */
  23795. static CylinderImpostor: number;
  23796. /**
  23797. * Particle-Imposter type
  23798. */
  23799. static ParticleImpostor: number;
  23800. /**
  23801. * Heightmap-Imposter type
  23802. */
  23803. static HeightmapImpostor: number;
  23804. /**
  23805. * ConvexHull-Impostor type (Ammo.js plugin only)
  23806. */
  23807. static ConvexHullImpostor: number;
  23808. /**
  23809. * Rope-Imposter type
  23810. */
  23811. static RopeImpostor: number;
  23812. /**
  23813. * Cloth-Imposter type
  23814. */
  23815. static ClothImpostor: number;
  23816. /**
  23817. * Softbody-Imposter type
  23818. */
  23819. static SoftbodyImpostor: number;
  23820. }
  23821. }
  23822. declare module "babylonjs/Meshes/mesh" {
  23823. import { Observable } from "babylonjs/Misc/observable";
  23824. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23825. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23826. import { Camera } from "babylonjs/Cameras/camera";
  23827. import { Scene } from "babylonjs/scene";
  23828. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23829. import { Color4 } from "babylonjs/Maths/math.color";
  23830. import { Engine } from "babylonjs/Engines/engine";
  23831. import { Node } from "babylonjs/node";
  23832. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23833. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23834. import { Buffer } from "babylonjs/Meshes/buffer";
  23835. import { Geometry } from "babylonjs/Meshes/geometry";
  23836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23837. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23838. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23839. import { Effect } from "babylonjs/Materials/effect";
  23840. import { Material } from "babylonjs/Materials/material";
  23841. import { Skeleton } from "babylonjs/Bones/skeleton";
  23842. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23843. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23844. import { Path3D } from "babylonjs/Maths/math.path";
  23845. import { Plane } from "babylonjs/Maths/math.plane";
  23846. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23847. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23848. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23849. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23850. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23851. /**
  23852. * @hidden
  23853. **/
  23854. export class _CreationDataStorage {
  23855. closePath?: boolean;
  23856. closeArray?: boolean;
  23857. idx: number[];
  23858. dashSize: number;
  23859. gapSize: number;
  23860. path3D: Path3D;
  23861. pathArray: Vector3[][];
  23862. arc: number;
  23863. radius: number;
  23864. cap: number;
  23865. tessellation: number;
  23866. }
  23867. /**
  23868. * @hidden
  23869. **/
  23870. class _InstanceDataStorage {
  23871. visibleInstances: any;
  23872. batchCache: _InstancesBatch;
  23873. instancesBufferSize: number;
  23874. instancesBuffer: Nullable<Buffer>;
  23875. instancesData: Float32Array;
  23876. overridenInstanceCount: number;
  23877. isFrozen: boolean;
  23878. previousBatch: Nullable<_InstancesBatch>;
  23879. hardwareInstancedRendering: boolean;
  23880. sideOrientation: number;
  23881. }
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _InstancesBatch {
  23886. mustReturn: boolean;
  23887. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23888. renderSelf: boolean[];
  23889. hardwareInstancedRendering: boolean[];
  23890. }
  23891. /**
  23892. * Class used to represent renderable models
  23893. */
  23894. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23895. /**
  23896. * Mesh side orientation : usually the external or front surface
  23897. */
  23898. static readonly FRONTSIDE: number;
  23899. /**
  23900. * Mesh side orientation : usually the internal or back surface
  23901. */
  23902. static readonly BACKSIDE: number;
  23903. /**
  23904. * Mesh side orientation : both internal and external or front and back surfaces
  23905. */
  23906. static readonly DOUBLESIDE: number;
  23907. /**
  23908. * Mesh side orientation : by default, `FRONTSIDE`
  23909. */
  23910. static readonly DEFAULTSIDE: number;
  23911. /**
  23912. * Mesh cap setting : no cap
  23913. */
  23914. static readonly NO_CAP: number;
  23915. /**
  23916. * Mesh cap setting : one cap at the beginning of the mesh
  23917. */
  23918. static readonly CAP_START: number;
  23919. /**
  23920. * Mesh cap setting : one cap at the end of the mesh
  23921. */
  23922. static readonly CAP_END: number;
  23923. /**
  23924. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23925. */
  23926. static readonly CAP_ALL: number;
  23927. /**
  23928. * Mesh pattern setting : no flip or rotate
  23929. */
  23930. static readonly NO_FLIP: number;
  23931. /**
  23932. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23933. */
  23934. static readonly FLIP_TILE: number;
  23935. /**
  23936. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23937. */
  23938. static readonly ROTATE_TILE: number;
  23939. /**
  23940. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23941. */
  23942. static readonly FLIP_ROW: number;
  23943. /**
  23944. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23945. */
  23946. static readonly ROTATE_ROW: number;
  23947. /**
  23948. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23949. */
  23950. static readonly FLIP_N_ROTATE_TILE: number;
  23951. /**
  23952. * Mesh pattern setting : rotate pattern and rotate
  23953. */
  23954. static readonly FLIP_N_ROTATE_ROW: number;
  23955. /**
  23956. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23957. */
  23958. static readonly CENTER: number;
  23959. /**
  23960. * Mesh tile positioning : part tiles on left
  23961. */
  23962. static readonly LEFT: number;
  23963. /**
  23964. * Mesh tile positioning : part tiles on right
  23965. */
  23966. static readonly RIGHT: number;
  23967. /**
  23968. * Mesh tile positioning : part tiles on top
  23969. */
  23970. static readonly TOP: number;
  23971. /**
  23972. * Mesh tile positioning : part tiles on bottom
  23973. */
  23974. static readonly BOTTOM: number;
  23975. /**
  23976. * Gets the default side orientation.
  23977. * @param orientation the orientation to value to attempt to get
  23978. * @returns the default orientation
  23979. * @hidden
  23980. */
  23981. static _GetDefaultSideOrientation(orientation?: number): number;
  23982. private _internalMeshDataInfo;
  23983. /**
  23984. * An event triggered before rendering the mesh
  23985. */
  23986. readonly onBeforeRenderObservable: Observable<Mesh>;
  23987. /**
  23988. * An event triggered before binding the mesh
  23989. */
  23990. readonly onBeforeBindObservable: Observable<Mesh>;
  23991. /**
  23992. * An event triggered after rendering the mesh
  23993. */
  23994. readonly onAfterRenderObservable: Observable<Mesh>;
  23995. /**
  23996. * An event triggered before drawing the mesh
  23997. */
  23998. readonly onBeforeDrawObservable: Observable<Mesh>;
  23999. private _onBeforeDrawObserver;
  24000. /**
  24001. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24002. */
  24003. onBeforeDraw: () => void;
  24004. /**
  24005. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24006. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24007. */
  24008. delayLoadState: number;
  24009. /**
  24010. * Gets the list of instances created from this mesh
  24011. * it is not supposed to be modified manually.
  24012. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24013. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24014. */
  24015. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24016. /**
  24017. * Gets the file containing delay loading data for this mesh
  24018. */
  24019. delayLoadingFile: string;
  24020. /** @hidden */
  24021. _binaryInfo: any;
  24022. /**
  24023. * User defined function used to change how LOD level selection is done
  24024. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24025. */
  24026. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24027. /**
  24028. * Gets or sets the morph target manager
  24029. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24030. */
  24031. morphTargetManager: Nullable<MorphTargetManager>;
  24032. /** @hidden */
  24033. _creationDataStorage: Nullable<_CreationDataStorage>;
  24034. /** @hidden */
  24035. _geometry: Nullable<Geometry>;
  24036. /** @hidden */
  24037. _delayInfo: Array<string>;
  24038. /** @hidden */
  24039. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24040. /** @hidden */
  24041. _instanceDataStorage: _InstanceDataStorage;
  24042. private _effectiveMaterial;
  24043. /** @hidden */
  24044. _shouldGenerateFlatShading: boolean;
  24045. /** @hidden */
  24046. _originalBuilderSideOrientation: number;
  24047. /**
  24048. * Use this property to change the original side orientation defined at construction time
  24049. */
  24050. overrideMaterialSideOrientation: Nullable<number>;
  24051. /**
  24052. * Gets the source mesh (the one used to clone this one from)
  24053. */
  24054. readonly source: Nullable<Mesh>;
  24055. /**
  24056. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24057. */
  24058. isUnIndexed: boolean;
  24059. /**
  24060. * @constructor
  24061. * @param name The value used by scene.getMeshByName() to do a lookup.
  24062. * @param scene The scene to add this mesh to.
  24063. * @param parent The parent of this mesh, if it has one
  24064. * @param source An optional Mesh from which geometry is shared, cloned.
  24065. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24066. * When false, achieved by calling a clone(), also passing False.
  24067. * This will make creation of children, recursive.
  24068. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24069. */
  24070. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24071. /**
  24072. * Gets the class name
  24073. * @returns the string "Mesh".
  24074. */
  24075. getClassName(): string;
  24076. /** @hidden */
  24077. readonly _isMesh: boolean;
  24078. /**
  24079. * Returns a description of this mesh
  24080. * @param fullDetails define if full details about this mesh must be used
  24081. * @returns a descriptive string representing this mesh
  24082. */
  24083. toString(fullDetails?: boolean): string;
  24084. /** @hidden */
  24085. _unBindEffect(): void;
  24086. /**
  24087. * Gets a boolean indicating if this mesh has LOD
  24088. */
  24089. readonly hasLODLevels: boolean;
  24090. /**
  24091. * Gets the list of MeshLODLevel associated with the current mesh
  24092. * @returns an array of MeshLODLevel
  24093. */
  24094. getLODLevels(): MeshLODLevel[];
  24095. private _sortLODLevels;
  24096. /**
  24097. * Add a mesh as LOD level triggered at the given distance.
  24098. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24099. * @param distance The distance from the center of the object to show this level
  24100. * @param mesh The mesh to be added as LOD level (can be null)
  24101. * @return This mesh (for chaining)
  24102. */
  24103. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24104. /**
  24105. * Returns the LOD level mesh at the passed distance or null if not found.
  24106. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24107. * @param distance The distance from the center of the object to show this level
  24108. * @returns a Mesh or `null`
  24109. */
  24110. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24111. /**
  24112. * Remove a mesh from the LOD array
  24113. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24114. * @param mesh defines the mesh to be removed
  24115. * @return This mesh (for chaining)
  24116. */
  24117. removeLODLevel(mesh: Mesh): Mesh;
  24118. /**
  24119. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24120. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24121. * @param camera defines the camera to use to compute distance
  24122. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24123. * @return This mesh (for chaining)
  24124. */
  24125. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24126. /**
  24127. * Gets the mesh internal Geometry object
  24128. */
  24129. readonly geometry: Nullable<Geometry>;
  24130. /**
  24131. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24132. * @returns the total number of vertices
  24133. */
  24134. getTotalVertices(): number;
  24135. /**
  24136. * Returns the content of an associated vertex buffer
  24137. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24138. * - VertexBuffer.PositionKind
  24139. * - VertexBuffer.UVKind
  24140. * - VertexBuffer.UV2Kind
  24141. * - VertexBuffer.UV3Kind
  24142. * - VertexBuffer.UV4Kind
  24143. * - VertexBuffer.UV5Kind
  24144. * - VertexBuffer.UV6Kind
  24145. * - VertexBuffer.ColorKind
  24146. * - VertexBuffer.MatricesIndicesKind
  24147. * - VertexBuffer.MatricesIndicesExtraKind
  24148. * - VertexBuffer.MatricesWeightsKind
  24149. * - VertexBuffer.MatricesWeightsExtraKind
  24150. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24151. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24152. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24153. */
  24154. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24155. /**
  24156. * Returns the mesh VertexBuffer object from the requested `kind`
  24157. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24158. * - VertexBuffer.PositionKind
  24159. * - VertexBuffer.NormalKind
  24160. * - VertexBuffer.UVKind
  24161. * - VertexBuffer.UV2Kind
  24162. * - VertexBuffer.UV3Kind
  24163. * - VertexBuffer.UV4Kind
  24164. * - VertexBuffer.UV5Kind
  24165. * - VertexBuffer.UV6Kind
  24166. * - VertexBuffer.ColorKind
  24167. * - VertexBuffer.MatricesIndicesKind
  24168. * - VertexBuffer.MatricesIndicesExtraKind
  24169. * - VertexBuffer.MatricesWeightsKind
  24170. * - VertexBuffer.MatricesWeightsExtraKind
  24171. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24172. */
  24173. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24174. /**
  24175. * Tests if a specific vertex buffer is associated with this mesh
  24176. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24177. * - VertexBuffer.PositionKind
  24178. * - VertexBuffer.NormalKind
  24179. * - VertexBuffer.UVKind
  24180. * - VertexBuffer.UV2Kind
  24181. * - VertexBuffer.UV3Kind
  24182. * - VertexBuffer.UV4Kind
  24183. * - VertexBuffer.UV5Kind
  24184. * - VertexBuffer.UV6Kind
  24185. * - VertexBuffer.ColorKind
  24186. * - VertexBuffer.MatricesIndicesKind
  24187. * - VertexBuffer.MatricesIndicesExtraKind
  24188. * - VertexBuffer.MatricesWeightsKind
  24189. * - VertexBuffer.MatricesWeightsExtraKind
  24190. * @returns a boolean
  24191. */
  24192. isVerticesDataPresent(kind: string): boolean;
  24193. /**
  24194. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24195. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24196. * - VertexBuffer.PositionKind
  24197. * - VertexBuffer.UVKind
  24198. * - VertexBuffer.UV2Kind
  24199. * - VertexBuffer.UV3Kind
  24200. * - VertexBuffer.UV4Kind
  24201. * - VertexBuffer.UV5Kind
  24202. * - VertexBuffer.UV6Kind
  24203. * - VertexBuffer.ColorKind
  24204. * - VertexBuffer.MatricesIndicesKind
  24205. * - VertexBuffer.MatricesIndicesExtraKind
  24206. * - VertexBuffer.MatricesWeightsKind
  24207. * - VertexBuffer.MatricesWeightsExtraKind
  24208. * @returns a boolean
  24209. */
  24210. isVertexBufferUpdatable(kind: string): boolean;
  24211. /**
  24212. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24213. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24214. * - VertexBuffer.PositionKind
  24215. * - VertexBuffer.NormalKind
  24216. * - VertexBuffer.UVKind
  24217. * - VertexBuffer.UV2Kind
  24218. * - VertexBuffer.UV3Kind
  24219. * - VertexBuffer.UV4Kind
  24220. * - VertexBuffer.UV5Kind
  24221. * - VertexBuffer.UV6Kind
  24222. * - VertexBuffer.ColorKind
  24223. * - VertexBuffer.MatricesIndicesKind
  24224. * - VertexBuffer.MatricesIndicesExtraKind
  24225. * - VertexBuffer.MatricesWeightsKind
  24226. * - VertexBuffer.MatricesWeightsExtraKind
  24227. * @returns an array of strings
  24228. */
  24229. getVerticesDataKinds(): string[];
  24230. /**
  24231. * Returns a positive integer : the total number of indices in this mesh geometry.
  24232. * @returns the numner of indices or zero if the mesh has no geometry.
  24233. */
  24234. getTotalIndices(): number;
  24235. /**
  24236. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24237. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24238. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24239. * @returns the indices array or an empty array if the mesh has no geometry
  24240. */
  24241. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24242. readonly isBlocked: boolean;
  24243. /**
  24244. * Determine if the current mesh is ready to be rendered
  24245. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24246. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24247. * @returns true if all associated assets are ready (material, textures, shaders)
  24248. */
  24249. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24250. /**
  24251. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24252. */
  24253. readonly areNormalsFrozen: boolean;
  24254. /**
  24255. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24256. * @returns the current mesh
  24257. */
  24258. freezeNormals(): Mesh;
  24259. /**
  24260. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24261. * @returns the current mesh
  24262. */
  24263. unfreezeNormals(): Mesh;
  24264. /**
  24265. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24266. */
  24267. overridenInstanceCount: number;
  24268. /** @hidden */
  24269. _preActivate(): Mesh;
  24270. /** @hidden */
  24271. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24272. /** @hidden */
  24273. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24274. /**
  24275. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24276. * This means the mesh underlying bounding box and sphere are recomputed.
  24277. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24278. * @returns the current mesh
  24279. */
  24280. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24281. /** @hidden */
  24282. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24283. /**
  24284. * This function will subdivide the mesh into multiple submeshes
  24285. * @param count defines the expected number of submeshes
  24286. */
  24287. subdivide(count: number): void;
  24288. /**
  24289. * Copy a FloatArray into a specific associated vertex buffer
  24290. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24291. * - VertexBuffer.PositionKind
  24292. * - VertexBuffer.UVKind
  24293. * - VertexBuffer.UV2Kind
  24294. * - VertexBuffer.UV3Kind
  24295. * - VertexBuffer.UV4Kind
  24296. * - VertexBuffer.UV5Kind
  24297. * - VertexBuffer.UV6Kind
  24298. * - VertexBuffer.ColorKind
  24299. * - VertexBuffer.MatricesIndicesKind
  24300. * - VertexBuffer.MatricesIndicesExtraKind
  24301. * - VertexBuffer.MatricesWeightsKind
  24302. * - VertexBuffer.MatricesWeightsExtraKind
  24303. * @param data defines the data source
  24304. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24305. * @param stride defines the data stride size (can be null)
  24306. * @returns the current mesh
  24307. */
  24308. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24309. /**
  24310. * Flags an associated vertex buffer as updatable
  24311. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24312. * - VertexBuffer.PositionKind
  24313. * - VertexBuffer.UVKind
  24314. * - VertexBuffer.UV2Kind
  24315. * - VertexBuffer.UV3Kind
  24316. * - VertexBuffer.UV4Kind
  24317. * - VertexBuffer.UV5Kind
  24318. * - VertexBuffer.UV6Kind
  24319. * - VertexBuffer.ColorKind
  24320. * - VertexBuffer.MatricesIndicesKind
  24321. * - VertexBuffer.MatricesIndicesExtraKind
  24322. * - VertexBuffer.MatricesWeightsKind
  24323. * - VertexBuffer.MatricesWeightsExtraKind
  24324. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24325. */
  24326. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24327. /**
  24328. * Sets the mesh global Vertex Buffer
  24329. * @param buffer defines the buffer to use
  24330. * @returns the current mesh
  24331. */
  24332. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24333. /**
  24334. * Update a specific associated vertex buffer
  24335. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24336. * - VertexBuffer.PositionKind
  24337. * - VertexBuffer.UVKind
  24338. * - VertexBuffer.UV2Kind
  24339. * - VertexBuffer.UV3Kind
  24340. * - VertexBuffer.UV4Kind
  24341. * - VertexBuffer.UV5Kind
  24342. * - VertexBuffer.UV6Kind
  24343. * - VertexBuffer.ColorKind
  24344. * - VertexBuffer.MatricesIndicesKind
  24345. * - VertexBuffer.MatricesIndicesExtraKind
  24346. * - VertexBuffer.MatricesWeightsKind
  24347. * - VertexBuffer.MatricesWeightsExtraKind
  24348. * @param data defines the data source
  24349. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24350. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24351. * @returns the current mesh
  24352. */
  24353. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24354. /**
  24355. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24356. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24357. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24358. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24359. * @returns the current mesh
  24360. */
  24361. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24362. /**
  24363. * Creates a un-shared specific occurence of the geometry for the mesh.
  24364. * @returns the current mesh
  24365. */
  24366. makeGeometryUnique(): Mesh;
  24367. /**
  24368. * Set the index buffer of this mesh
  24369. * @param indices defines the source data
  24370. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24371. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24372. * @returns the current mesh
  24373. */
  24374. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24375. /**
  24376. * Update the current index buffer
  24377. * @param indices defines the source data
  24378. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24379. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24380. * @returns the current mesh
  24381. */
  24382. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24383. /**
  24384. * Invert the geometry to move from a right handed system to a left handed one.
  24385. * @returns the current mesh
  24386. */
  24387. toLeftHanded(): Mesh;
  24388. /** @hidden */
  24389. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24390. /** @hidden */
  24391. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24392. /**
  24393. * Registers for this mesh a javascript function called just before the rendering process
  24394. * @param func defines the function to call before rendering this mesh
  24395. * @returns the current mesh
  24396. */
  24397. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24398. /**
  24399. * Disposes a previously registered javascript function called before the rendering
  24400. * @param func defines the function to remove
  24401. * @returns the current mesh
  24402. */
  24403. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24404. /**
  24405. * Registers for this mesh a javascript function called just after the rendering is complete
  24406. * @param func defines the function to call after rendering this mesh
  24407. * @returns the current mesh
  24408. */
  24409. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24410. /**
  24411. * Disposes a previously registered javascript function called after the rendering.
  24412. * @param func defines the function to remove
  24413. * @returns the current mesh
  24414. */
  24415. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24416. /** @hidden */
  24417. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24418. /** @hidden */
  24419. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24420. /** @hidden */
  24421. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24422. /** @hidden */
  24423. _rebuild(): void;
  24424. /** @hidden */
  24425. _freeze(): void;
  24426. /** @hidden */
  24427. _unFreeze(): void;
  24428. /**
  24429. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24430. * @param subMesh defines the subMesh to render
  24431. * @param enableAlphaMode defines if alpha mode can be changed
  24432. * @returns the current mesh
  24433. */
  24434. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24435. private _onBeforeDraw;
  24436. /**
  24437. * Renormalize the mesh and patch it up if there are no weights
  24438. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24439. * However in the case of zero weights then we set just a single influence to 1.
  24440. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24441. */
  24442. cleanMatrixWeights(): void;
  24443. private normalizeSkinFourWeights;
  24444. private normalizeSkinWeightsAndExtra;
  24445. /**
  24446. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24447. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24448. * the user know there was an issue with importing the mesh
  24449. * @returns a validation object with skinned, valid and report string
  24450. */
  24451. validateSkinning(): {
  24452. skinned: boolean;
  24453. valid: boolean;
  24454. report: string;
  24455. };
  24456. /** @hidden */
  24457. _checkDelayState(): Mesh;
  24458. private _queueLoad;
  24459. /**
  24460. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24461. * A mesh is in the frustum if its bounding box intersects the frustum
  24462. * @param frustumPlanes defines the frustum to test
  24463. * @returns true if the mesh is in the frustum planes
  24464. */
  24465. isInFrustum(frustumPlanes: Plane[]): boolean;
  24466. /**
  24467. * Sets the mesh material by the material or multiMaterial `id` property
  24468. * @param id is a string identifying the material or the multiMaterial
  24469. * @returns the current mesh
  24470. */
  24471. setMaterialByID(id: string): Mesh;
  24472. /**
  24473. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24474. * @returns an array of IAnimatable
  24475. */
  24476. getAnimatables(): IAnimatable[];
  24477. /**
  24478. * Modifies the mesh geometry according to the passed transformation matrix.
  24479. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24480. * The mesh normals are modified using the same transformation.
  24481. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24482. * @param transform defines the transform matrix to use
  24483. * @see http://doc.babylonjs.com/resources/baking_transformations
  24484. * @returns the current mesh
  24485. */
  24486. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24487. /**
  24488. * Modifies the mesh geometry according to its own current World Matrix.
  24489. * The mesh World Matrix is then reset.
  24490. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24491. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24492. * @see http://doc.babylonjs.com/resources/baking_transformations
  24493. * @returns the current mesh
  24494. */
  24495. bakeCurrentTransformIntoVertices(): Mesh;
  24496. /** @hidden */
  24497. readonly _positions: Nullable<Vector3[]>;
  24498. /** @hidden */
  24499. _resetPointsArrayCache(): Mesh;
  24500. /** @hidden */
  24501. _generatePointsArray(): boolean;
  24502. /**
  24503. * Returns a new Mesh object generated from the current mesh properties.
  24504. * This method must not get confused with createInstance()
  24505. * @param name is a string, the name given to the new mesh
  24506. * @param newParent can be any Node object (default `null`)
  24507. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24508. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24509. * @returns a new mesh
  24510. */
  24511. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24512. /**
  24513. * Releases resources associated with this mesh.
  24514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24516. */
  24517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24518. /**
  24519. * Modifies the mesh geometry according to a displacement map.
  24520. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24521. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24522. * @param url is a string, the URL from the image file is to be downloaded.
  24523. * @param minHeight is the lower limit of the displacement.
  24524. * @param maxHeight is the upper limit of the displacement.
  24525. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24526. * @param uvOffset is an optional vector2 used to offset UV.
  24527. * @param uvScale is an optional vector2 used to scale UV.
  24528. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24529. * @returns the Mesh.
  24530. */
  24531. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24532. /**
  24533. * Modifies the mesh geometry according to a displacementMap buffer.
  24534. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24535. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24536. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24537. * @param heightMapWidth is the width of the buffer image.
  24538. * @param heightMapHeight is the height of the buffer image.
  24539. * @param minHeight is the lower limit of the displacement.
  24540. * @param maxHeight is the upper limit of the displacement.
  24541. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24542. * @param uvOffset is an optional vector2 used to offset UV.
  24543. * @param uvScale is an optional vector2 used to scale UV.
  24544. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24545. * @returns the Mesh.
  24546. */
  24547. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24548. /**
  24549. * Modify the mesh to get a flat shading rendering.
  24550. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24551. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24552. * @returns current mesh
  24553. */
  24554. convertToFlatShadedMesh(): Mesh;
  24555. /**
  24556. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24557. * In other words, more vertices, no more indices and a single bigger VBO.
  24558. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24559. * @returns current mesh
  24560. */
  24561. convertToUnIndexedMesh(): Mesh;
  24562. /**
  24563. * Inverses facet orientations.
  24564. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24565. * @param flipNormals will also inverts the normals
  24566. * @returns current mesh
  24567. */
  24568. flipFaces(flipNormals?: boolean): Mesh;
  24569. /**
  24570. * Increase the number of facets and hence vertices in a mesh
  24571. * Vertex normals are interpolated from existing vertex normals
  24572. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24573. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24574. */
  24575. increaseVertices(numberPerEdge: number): void;
  24576. /**
  24577. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24578. * This will undo any application of covertToFlatShadedMesh
  24579. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24580. */
  24581. forceSharedVertices(): void;
  24582. /** @hidden */
  24583. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24584. /** @hidden */
  24585. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24586. /**
  24587. * Creates a new InstancedMesh object from the mesh model.
  24588. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24589. * @param name defines the name of the new instance
  24590. * @returns a new InstancedMesh
  24591. */
  24592. createInstance(name: string): InstancedMesh;
  24593. /**
  24594. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24595. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24596. * @returns the current mesh
  24597. */
  24598. synchronizeInstances(): Mesh;
  24599. /**
  24600. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24601. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24602. * This should be used together with the simplification to avoid disappearing triangles.
  24603. * @param successCallback an optional success callback to be called after the optimization finished.
  24604. * @returns the current mesh
  24605. */
  24606. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24607. /**
  24608. * Serialize current mesh
  24609. * @param serializationObject defines the object which will receive the serialization data
  24610. */
  24611. serialize(serializationObject: any): void;
  24612. /** @hidden */
  24613. _syncGeometryWithMorphTargetManager(): void;
  24614. /** @hidden */
  24615. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24616. /**
  24617. * Returns a new Mesh object parsed from the source provided.
  24618. * @param parsedMesh is the source
  24619. * @param scene defines the hosting scene
  24620. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24621. * @returns a new Mesh
  24622. */
  24623. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24624. /**
  24625. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24626. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24627. * @param name defines the name of the mesh to create
  24628. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24629. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24630. * @param closePath creates a seam between the first and the last points of each path of the path array
  24631. * @param offset is taken in account only if the `pathArray` is containing a single path
  24632. * @param scene defines the hosting scene
  24633. * @param updatable defines if the mesh must be flagged as updatable
  24634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24635. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24636. * @returns a new Mesh
  24637. */
  24638. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24639. /**
  24640. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24641. * @param name defines the name of the mesh to create
  24642. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24643. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24644. * @param scene defines the hosting scene
  24645. * @param updatable defines if the mesh must be flagged as updatable
  24646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24647. * @returns a new Mesh
  24648. */
  24649. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24650. /**
  24651. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24652. * @param name defines the name of the mesh to create
  24653. * @param size sets the size (float) of each box side (default 1)
  24654. * @param scene defines the hosting scene
  24655. * @param updatable defines if the mesh must be flagged as updatable
  24656. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24657. * @returns a new Mesh
  24658. */
  24659. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24660. /**
  24661. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24662. * @param name defines the name of the mesh to create
  24663. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24664. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24665. * @param scene defines the hosting scene
  24666. * @param updatable defines if the mesh must be flagged as updatable
  24667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24668. * @returns a new Mesh
  24669. */
  24670. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24671. /**
  24672. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24673. * @param name defines the name of the mesh to create
  24674. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24675. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24676. * @param scene defines the hosting scene
  24677. * @returns a new Mesh
  24678. */
  24679. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24680. /**
  24681. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24682. * @param name defines the name of the mesh to create
  24683. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24684. * @param diameterTop set the top cap diameter (floats, default 1)
  24685. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24686. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24687. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param diameter sets the diameter size (float) of the torus (default 1)
  24698. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24699. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24700. * @param scene defines the hosting scene
  24701. * @param updatable defines if the mesh must be flagged as updatable
  24702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24703. * @returns a new Mesh
  24704. */
  24705. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24706. /**
  24707. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24708. * @param name defines the name of the mesh to create
  24709. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24710. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24711. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24712. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24713. * @param p the number of windings on X axis (positive integers, default 2)
  24714. * @param q the number of windings on Y axis (positive integers, default 3)
  24715. * @param scene defines the hosting scene
  24716. * @param updatable defines if the mesh must be flagged as updatable
  24717. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24718. * @returns a new Mesh
  24719. */
  24720. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24721. /**
  24722. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24723. * @param name defines the name of the mesh to create
  24724. * @param points is an array successive Vector3
  24725. * @param scene defines the hosting scene
  24726. * @param updatable defines if the mesh must be flagged as updatable
  24727. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24728. * @returns a new Mesh
  24729. */
  24730. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24731. /**
  24732. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24733. * @param name defines the name of the mesh to create
  24734. * @param points is an array successive Vector3
  24735. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24736. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24737. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24744. /**
  24745. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24746. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24747. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24748. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24749. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24750. * Remember you can only change the shape positions, not their number when updating a polygon.
  24751. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24752. * @param name defines the name of the mesh to create
  24753. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24754. * @param scene defines the hosting scene
  24755. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24756. * @param updatable defines if the mesh must be flagged as updatable
  24757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24758. * @param earcutInjection can be used to inject your own earcut reference
  24759. * @returns a new Mesh
  24760. */
  24761. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24762. /**
  24763. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24764. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24765. * @param name defines the name of the mesh to create
  24766. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24767. * @param depth defines the height of extrusion
  24768. * @param scene defines the hosting scene
  24769. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24772. * @param earcutInjection can be used to inject your own earcut reference
  24773. * @returns a new Mesh
  24774. */
  24775. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24776. /**
  24777. * Creates an extruded shape mesh.
  24778. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24779. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24780. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24781. * @param name defines the name of the mesh to create
  24782. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24783. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24784. * @param scale is the value to scale the shape
  24785. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24786. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24791. * @returns a new Mesh
  24792. */
  24793. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24794. /**
  24795. * Creates an custom extruded shape mesh.
  24796. * The custom extrusion is a parametric shape.
  24797. * It has no predefined shape. Its final shape will depend on the input parameters.
  24798. * Please consider using the same method from the MeshBuilder class instead
  24799. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24800. * @param name defines the name of the mesh to create
  24801. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24802. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24803. * @param scaleFunction is a custom Javascript function called on each path point
  24804. * @param rotationFunction is a custom Javascript function called on each path point
  24805. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24806. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24807. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24808. * @param scene defines the hosting scene
  24809. * @param updatable defines if the mesh must be flagged as updatable
  24810. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24811. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24812. * @returns a new Mesh
  24813. */
  24814. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24815. /**
  24816. * Creates lathe mesh.
  24817. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24818. * Please consider using the same method from the MeshBuilder class instead
  24819. * @param name defines the name of the mesh to create
  24820. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24821. * @param radius is the radius value of the lathe
  24822. * @param tessellation is the side number of the lathe.
  24823. * @param scene defines the hosting scene
  24824. * @param updatable defines if the mesh must be flagged as updatable
  24825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24826. * @returns a new Mesh
  24827. */
  24828. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24829. /**
  24830. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24831. * @param name defines the name of the mesh to create
  24832. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24833. * @param scene defines the hosting scene
  24834. * @param updatable defines if the mesh must be flagged as updatable
  24835. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24836. * @returns a new Mesh
  24837. */
  24838. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24839. /**
  24840. * Creates a ground mesh.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @param width set the width of the ground
  24844. * @param height set the height of the ground
  24845. * @param subdivisions sets the number of subdivisions per side
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @returns a new Mesh
  24849. */
  24850. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24851. /**
  24852. * Creates a tiled ground mesh.
  24853. * Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param xmin set the ground minimum X coordinate
  24856. * @param zmin set the ground minimum Y coordinate
  24857. * @param xmax set the ground maximum X coordinate
  24858. * @param zmax set the ground maximum Z coordinate
  24859. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24860. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24861. * @param scene defines the hosting scene
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @returns a new Mesh
  24864. */
  24865. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24866. w: number;
  24867. h: number;
  24868. }, precision: {
  24869. w: number;
  24870. h: number;
  24871. }, scene: Scene, updatable?: boolean): Mesh;
  24872. /**
  24873. * Creates a ground mesh from a height map.
  24874. * Please consider using the same method from the MeshBuilder class instead
  24875. * @see http://doc.babylonjs.com/babylon101/height_map
  24876. * @param name defines the name of the mesh to create
  24877. * @param url sets the URL of the height map image resource
  24878. * @param width set the ground width size
  24879. * @param height set the ground height size
  24880. * @param subdivisions sets the number of subdivision per side
  24881. * @param minHeight is the minimum altitude on the ground
  24882. * @param maxHeight is the maximum altitude on the ground
  24883. * @param scene defines the hosting scene
  24884. * @param updatable defines if the mesh must be flagged as updatable
  24885. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24886. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24887. * @returns a new Mesh
  24888. */
  24889. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24890. /**
  24891. * Creates a tube mesh.
  24892. * The tube is a parametric shape.
  24893. * It has no predefined shape. Its final shape will depend on the input parameters.
  24894. * Please consider using the same method from the MeshBuilder class instead
  24895. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24896. * @param name defines the name of the mesh to create
  24897. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24898. * @param radius sets the tube radius size
  24899. * @param tessellation is the number of sides on the tubular surface
  24900. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  24901. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24902. * @param scene defines the hosting scene
  24903. * @param updatable defines if the mesh must be flagged as updatable
  24904. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24905. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  24906. * @returns a new Mesh
  24907. */
  24908. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24909. (i: number, distance: number): number;
  24910. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24911. /**
  24912. * Creates a polyhedron mesh.
  24913. * Please consider using the same method from the MeshBuilder class instead.
  24914. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  24915. * * The parameter `size` (positive float, default 1) sets the polygon size
  24916. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24917. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  24918. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  24919. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  24920. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24921. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  24922. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24923. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24924. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24925. * @param name defines the name of the mesh to create
  24926. * @param options defines the options used to create the mesh
  24927. * @param scene defines the hosting scene
  24928. * @returns a new Mesh
  24929. */
  24930. static CreatePolyhedron(name: string, options: {
  24931. type?: number;
  24932. size?: number;
  24933. sizeX?: number;
  24934. sizeY?: number;
  24935. sizeZ?: number;
  24936. custom?: any;
  24937. faceUV?: Vector4[];
  24938. faceColors?: Color4[];
  24939. updatable?: boolean;
  24940. sideOrientation?: number;
  24941. }, scene: Scene): Mesh;
  24942. /**
  24943. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24944. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24945. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  24946. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24947. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  24948. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24949. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24950. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24951. * @param name defines the name of the mesh
  24952. * @param options defines the options used to create the mesh
  24953. * @param scene defines the hosting scene
  24954. * @returns a new Mesh
  24955. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24956. */
  24957. static CreateIcoSphere(name: string, options: {
  24958. radius?: number;
  24959. flat?: boolean;
  24960. subdivisions?: number;
  24961. sideOrientation?: number;
  24962. updatable?: boolean;
  24963. }, scene: Scene): Mesh;
  24964. /**
  24965. * Creates a decal mesh.
  24966. * Please consider using the same method from the MeshBuilder class instead.
  24967. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24968. * @param name defines the name of the mesh
  24969. * @param sourceMesh defines the mesh receiving the decal
  24970. * @param position sets the position of the decal in world coordinates
  24971. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24972. * @param size sets the decal scaling
  24973. * @param angle sets the angle to rotate the decal
  24974. * @returns a new Mesh
  24975. */
  24976. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  24977. /**
  24978. * Prepare internal position array for software CPU skinning
  24979. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  24980. */
  24981. setPositionsForCPUSkinning(): Float32Array;
  24982. /**
  24983. * Prepare internal normal array for software CPU skinning
  24984. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  24985. */
  24986. setNormalsForCPUSkinning(): Float32Array;
  24987. /**
  24988. * Updates the vertex buffer by applying transformation from the bones
  24989. * @param skeleton defines the skeleton to apply to current mesh
  24990. * @returns the current mesh
  24991. */
  24992. applySkeleton(skeleton: Skeleton): Mesh;
  24993. /**
  24994. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  24995. * @param meshes defines the list of meshes to scan
  24996. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  24997. */
  24998. static MinMax(meshes: AbstractMesh[]): {
  24999. min: Vector3;
  25000. max: Vector3;
  25001. };
  25002. /**
  25003. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25004. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25005. * @returns a vector3
  25006. */
  25007. static Center(meshesOrMinMaxVector: {
  25008. min: Vector3;
  25009. max: Vector3;
  25010. } | AbstractMesh[]): Vector3;
  25011. /**
  25012. * Merge the array of meshes into a single mesh for performance reasons.
  25013. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25014. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25015. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25016. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25017. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25018. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25019. * @returns a new mesh
  25020. */
  25021. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25022. /** @hidden */
  25023. addInstance(instance: InstancedMesh): void;
  25024. /** @hidden */
  25025. removeInstance(instance: InstancedMesh): void;
  25026. }
  25027. }
  25028. declare module "babylonjs/Cameras/camera" {
  25029. import { SmartArray } from "babylonjs/Misc/smartArray";
  25030. import { Observable } from "babylonjs/Misc/observable";
  25031. import { Nullable } from "babylonjs/types";
  25032. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25033. import { Scene } from "babylonjs/scene";
  25034. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25035. import { Node } from "babylonjs/node";
  25036. import { Mesh } from "babylonjs/Meshes/mesh";
  25037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25038. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25039. import { Viewport } from "babylonjs/Maths/math.viewport";
  25040. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25041. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25042. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25043. import { Ray } from "babylonjs/Culling/ray";
  25044. /**
  25045. * This is the base class of all the camera used in the application.
  25046. * @see http://doc.babylonjs.com/features/cameras
  25047. */
  25048. export class Camera extends Node {
  25049. /** @hidden */
  25050. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25051. /**
  25052. * This is the default projection mode used by the cameras.
  25053. * It helps recreating a feeling of perspective and better appreciate depth.
  25054. * This is the best way to simulate real life cameras.
  25055. */
  25056. static readonly PERSPECTIVE_CAMERA: number;
  25057. /**
  25058. * This helps creating camera with an orthographic mode.
  25059. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25060. */
  25061. static readonly ORTHOGRAPHIC_CAMERA: number;
  25062. /**
  25063. * This is the default FOV mode for perspective cameras.
  25064. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25065. */
  25066. static readonly FOVMODE_VERTICAL_FIXED: number;
  25067. /**
  25068. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25069. */
  25070. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25071. /**
  25072. * This specifies ther is no need for a camera rig.
  25073. * Basically only one eye is rendered corresponding to the camera.
  25074. */
  25075. static readonly RIG_MODE_NONE: number;
  25076. /**
  25077. * Simulates a camera Rig with one blue eye and one red eye.
  25078. * This can be use with 3d blue and red glasses.
  25079. */
  25080. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25081. /**
  25082. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25083. */
  25084. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25085. /**
  25086. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25087. */
  25088. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25089. /**
  25090. * Defines that both eyes of the camera will be rendered over under each other.
  25091. */
  25092. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25093. /**
  25094. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25095. */
  25096. static readonly RIG_MODE_VR: number;
  25097. /**
  25098. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25099. */
  25100. static readonly RIG_MODE_WEBVR: number;
  25101. /**
  25102. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25103. */
  25104. static readonly RIG_MODE_CUSTOM: number;
  25105. /**
  25106. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25107. */
  25108. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25109. /**
  25110. * Define the input manager associated with the camera.
  25111. */
  25112. inputs: CameraInputsManager<Camera>;
  25113. /** @hidden */
  25114. _position: Vector3;
  25115. /**
  25116. * Define the current local position of the camera in the scene
  25117. */
  25118. position: Vector3;
  25119. /**
  25120. * The vector the camera should consider as up.
  25121. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25122. */
  25123. upVector: Vector3;
  25124. /**
  25125. * Define the current limit on the left side for an orthographic camera
  25126. * In scene unit
  25127. */
  25128. orthoLeft: Nullable<number>;
  25129. /**
  25130. * Define the current limit on the right side for an orthographic camera
  25131. * In scene unit
  25132. */
  25133. orthoRight: Nullable<number>;
  25134. /**
  25135. * Define the current limit on the bottom side for an orthographic camera
  25136. * In scene unit
  25137. */
  25138. orthoBottom: Nullable<number>;
  25139. /**
  25140. * Define the current limit on the top side for an orthographic camera
  25141. * In scene unit
  25142. */
  25143. orthoTop: Nullable<number>;
  25144. /**
  25145. * Field Of View is set in Radians. (default is 0.8)
  25146. */
  25147. fov: number;
  25148. /**
  25149. * Define the minimum distance the camera can see from.
  25150. * This is important to note that the depth buffer are not infinite and the closer it starts
  25151. * the more your scene might encounter depth fighting issue.
  25152. */
  25153. minZ: number;
  25154. /**
  25155. * Define the maximum distance the camera can see to.
  25156. * This is important to note that the depth buffer are not infinite and the further it end
  25157. * the more your scene might encounter depth fighting issue.
  25158. */
  25159. maxZ: number;
  25160. /**
  25161. * Define the default inertia of the camera.
  25162. * This helps giving a smooth feeling to the camera movement.
  25163. */
  25164. inertia: number;
  25165. /**
  25166. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25167. */
  25168. mode: number;
  25169. /**
  25170. * Define wether the camera is intermediate.
  25171. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25172. */
  25173. isIntermediate: boolean;
  25174. /**
  25175. * Define the viewport of the camera.
  25176. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25177. */
  25178. viewport: Viewport;
  25179. /**
  25180. * Restricts the camera to viewing objects with the same layerMask.
  25181. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25182. */
  25183. layerMask: number;
  25184. /**
  25185. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25186. */
  25187. fovMode: number;
  25188. /**
  25189. * Rig mode of the camera.
  25190. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25191. * This is normally controlled byt the camera themselves as internal use.
  25192. */
  25193. cameraRigMode: number;
  25194. /**
  25195. * Defines the distance between both "eyes" in case of a RIG
  25196. */
  25197. interaxialDistance: number;
  25198. /**
  25199. * Defines if stereoscopic rendering is done side by side or over under.
  25200. */
  25201. isStereoscopicSideBySide: boolean;
  25202. /**
  25203. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25204. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25205. * else in the scene. (Eg. security camera)
  25206. *
  25207. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25208. */
  25209. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25210. /**
  25211. * When set, the camera will render to this render target instead of the default canvas
  25212. *
  25213. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25214. */
  25215. outputRenderTarget: Nullable<RenderTargetTexture>;
  25216. /**
  25217. * Observable triggered when the camera view matrix has changed.
  25218. */
  25219. onViewMatrixChangedObservable: Observable<Camera>;
  25220. /**
  25221. * Observable triggered when the camera Projection matrix has changed.
  25222. */
  25223. onProjectionMatrixChangedObservable: Observable<Camera>;
  25224. /**
  25225. * Observable triggered when the inputs have been processed.
  25226. */
  25227. onAfterCheckInputsObservable: Observable<Camera>;
  25228. /**
  25229. * Observable triggered when reset has been called and applied to the camera.
  25230. */
  25231. onRestoreStateObservable: Observable<Camera>;
  25232. /** @hidden */
  25233. _cameraRigParams: any;
  25234. /** @hidden */
  25235. _rigCameras: Camera[];
  25236. /** @hidden */
  25237. _rigPostProcess: Nullable<PostProcess>;
  25238. protected _webvrViewMatrix: Matrix;
  25239. /** @hidden */
  25240. _skipRendering: boolean;
  25241. /** @hidden */
  25242. _projectionMatrix: Matrix;
  25243. /** @hidden */
  25244. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25245. /** @hidden */
  25246. _activeMeshes: SmartArray<AbstractMesh>;
  25247. protected _globalPosition: Vector3;
  25248. /** @hidden */
  25249. _computedViewMatrix: Matrix;
  25250. private _doNotComputeProjectionMatrix;
  25251. private _transformMatrix;
  25252. private _frustumPlanes;
  25253. private _refreshFrustumPlanes;
  25254. private _storedFov;
  25255. private _stateStored;
  25256. /**
  25257. * Instantiates a new camera object.
  25258. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25259. * @see http://doc.babylonjs.com/features/cameras
  25260. * @param name Defines the name of the camera in the scene
  25261. * @param position Defines the position of the camera
  25262. * @param scene Defines the scene the camera belongs too
  25263. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25264. */
  25265. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25266. /**
  25267. * Store current camera state (fov, position, etc..)
  25268. * @returns the camera
  25269. */
  25270. storeState(): Camera;
  25271. /**
  25272. * Restores the camera state values if it has been stored. You must call storeState() first
  25273. */
  25274. protected _restoreStateValues(): boolean;
  25275. /**
  25276. * Restored camera state. You must call storeState() first.
  25277. * @returns true if restored and false otherwise
  25278. */
  25279. restoreState(): boolean;
  25280. /**
  25281. * Gets the class name of the camera.
  25282. * @returns the class name
  25283. */
  25284. getClassName(): string;
  25285. /** @hidden */
  25286. readonly _isCamera: boolean;
  25287. /**
  25288. * Gets a string representation of the camera useful for debug purpose.
  25289. * @param fullDetails Defines that a more verboe level of logging is required
  25290. * @returns the string representation
  25291. */
  25292. toString(fullDetails?: boolean): string;
  25293. /**
  25294. * Gets the current world space position of the camera.
  25295. */
  25296. readonly globalPosition: Vector3;
  25297. /**
  25298. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25299. * @returns the active meshe list
  25300. */
  25301. getActiveMeshes(): SmartArray<AbstractMesh>;
  25302. /**
  25303. * Check wether a mesh is part of the current active mesh list of the camera
  25304. * @param mesh Defines the mesh to check
  25305. * @returns true if active, false otherwise
  25306. */
  25307. isActiveMesh(mesh: Mesh): boolean;
  25308. /**
  25309. * Is this camera ready to be used/rendered
  25310. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25311. * @return true if the camera is ready
  25312. */
  25313. isReady(completeCheck?: boolean): boolean;
  25314. /** @hidden */
  25315. _initCache(): void;
  25316. /** @hidden */
  25317. _updateCache(ignoreParentClass?: boolean): void;
  25318. /** @hidden */
  25319. _isSynchronized(): boolean;
  25320. /** @hidden */
  25321. _isSynchronizedViewMatrix(): boolean;
  25322. /** @hidden */
  25323. _isSynchronizedProjectionMatrix(): boolean;
  25324. /**
  25325. * Attach the input controls to a specific dom element to get the input from.
  25326. * @param element Defines the element the controls should be listened from
  25327. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25328. */
  25329. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25330. /**
  25331. * Detach the current controls from the specified dom element.
  25332. * @param element Defines the element to stop listening the inputs from
  25333. */
  25334. detachControl(element: HTMLElement): void;
  25335. /**
  25336. * Update the camera state according to the different inputs gathered during the frame.
  25337. */
  25338. update(): void;
  25339. /** @hidden */
  25340. _checkInputs(): void;
  25341. /** @hidden */
  25342. readonly rigCameras: Camera[];
  25343. /**
  25344. * Gets the post process used by the rig cameras
  25345. */
  25346. readonly rigPostProcess: Nullable<PostProcess>;
  25347. /**
  25348. * Internal, gets the first post proces.
  25349. * @returns the first post process to be run on this camera.
  25350. */
  25351. _getFirstPostProcess(): Nullable<PostProcess>;
  25352. private _cascadePostProcessesToRigCams;
  25353. /**
  25354. * Attach a post process to the camera.
  25355. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25356. * @param postProcess The post process to attach to the camera
  25357. * @param insertAt The position of the post process in case several of them are in use in the scene
  25358. * @returns the position the post process has been inserted at
  25359. */
  25360. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25361. /**
  25362. * Detach a post process to the camera.
  25363. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25364. * @param postProcess The post process to detach from the camera
  25365. */
  25366. detachPostProcess(postProcess: PostProcess): void;
  25367. /**
  25368. * Gets the current world matrix of the camera
  25369. */
  25370. getWorldMatrix(): Matrix;
  25371. /** @hidden */
  25372. _getViewMatrix(): Matrix;
  25373. /**
  25374. * Gets the current view matrix of the camera.
  25375. * @param force forces the camera to recompute the matrix without looking at the cached state
  25376. * @returns the view matrix
  25377. */
  25378. getViewMatrix(force?: boolean): Matrix;
  25379. /**
  25380. * Freeze the projection matrix.
  25381. * It will prevent the cache check of the camera projection compute and can speed up perf
  25382. * if no parameter of the camera are meant to change
  25383. * @param projection Defines manually a projection if necessary
  25384. */
  25385. freezeProjectionMatrix(projection?: Matrix): void;
  25386. /**
  25387. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25388. */
  25389. unfreezeProjectionMatrix(): void;
  25390. /**
  25391. * Gets the current projection matrix of the camera.
  25392. * @param force forces the camera to recompute the matrix without looking at the cached state
  25393. * @returns the projection matrix
  25394. */
  25395. getProjectionMatrix(force?: boolean): Matrix;
  25396. /**
  25397. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25398. * @returns a Matrix
  25399. */
  25400. getTransformationMatrix(): Matrix;
  25401. private _updateFrustumPlanes;
  25402. /**
  25403. * Checks if a cullable object (mesh...) is in the camera frustum
  25404. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25405. * @param target The object to check
  25406. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25407. * @returns true if the object is in frustum otherwise false
  25408. */
  25409. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25410. /**
  25411. * Checks if a cullable object (mesh...) is in the camera frustum
  25412. * Unlike isInFrustum this cheks the full bounding box
  25413. * @param target The object to check
  25414. * @returns true if the object is in frustum otherwise false
  25415. */
  25416. isCompletelyInFrustum(target: ICullable): boolean;
  25417. /**
  25418. * Gets a ray in the forward direction from the camera.
  25419. * @param length Defines the length of the ray to create
  25420. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25421. * @param origin Defines the start point of the ray which defaults to the camera position
  25422. * @returns the forward ray
  25423. */
  25424. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25425. /**
  25426. * Releases resources associated with this node.
  25427. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25428. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25429. */
  25430. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25431. /** @hidden */
  25432. _isLeftCamera: boolean;
  25433. /**
  25434. * Gets the left camera of a rig setup in case of Rigged Camera
  25435. */
  25436. readonly isLeftCamera: boolean;
  25437. /** @hidden */
  25438. _isRightCamera: boolean;
  25439. /**
  25440. * Gets the right camera of a rig setup in case of Rigged Camera
  25441. */
  25442. readonly isRightCamera: boolean;
  25443. /**
  25444. * Gets the left camera of a rig setup in case of Rigged Camera
  25445. */
  25446. readonly leftCamera: Nullable<FreeCamera>;
  25447. /**
  25448. * Gets the right camera of a rig setup in case of Rigged Camera
  25449. */
  25450. readonly rightCamera: Nullable<FreeCamera>;
  25451. /**
  25452. * Gets the left camera target of a rig setup in case of Rigged Camera
  25453. * @returns the target position
  25454. */
  25455. getLeftTarget(): Nullable<Vector3>;
  25456. /**
  25457. * Gets the right camera target of a rig setup in case of Rigged Camera
  25458. * @returns the target position
  25459. */
  25460. getRightTarget(): Nullable<Vector3>;
  25461. /**
  25462. * @hidden
  25463. */
  25464. setCameraRigMode(mode: number, rigParams: any): void;
  25465. /** @hidden */
  25466. static _setStereoscopicRigMode(camera: Camera): void;
  25467. /** @hidden */
  25468. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25469. /** @hidden */
  25470. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25471. /** @hidden */
  25472. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25473. /** @hidden */
  25474. _getVRProjectionMatrix(): Matrix;
  25475. protected _updateCameraRotationMatrix(): void;
  25476. protected _updateWebVRCameraRotationMatrix(): void;
  25477. /**
  25478. * This function MUST be overwritten by the different WebVR cameras available.
  25479. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25480. * @hidden
  25481. */
  25482. _getWebVRProjectionMatrix(): Matrix;
  25483. /**
  25484. * This function MUST be overwritten by the different WebVR cameras available.
  25485. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25486. * @hidden
  25487. */
  25488. _getWebVRViewMatrix(): Matrix;
  25489. /** @hidden */
  25490. setCameraRigParameter(name: string, value: any): void;
  25491. /**
  25492. * needs to be overridden by children so sub has required properties to be copied
  25493. * @hidden
  25494. */
  25495. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25496. /**
  25497. * May need to be overridden by children
  25498. * @hidden
  25499. */
  25500. _updateRigCameras(): void;
  25501. /** @hidden */
  25502. _setupInputs(): void;
  25503. /**
  25504. * Serialiaze the camera setup to a json represention
  25505. * @returns the JSON representation
  25506. */
  25507. serialize(): any;
  25508. /**
  25509. * Clones the current camera.
  25510. * @param name The cloned camera name
  25511. * @returns the cloned camera
  25512. */
  25513. clone(name: string): Camera;
  25514. /**
  25515. * Gets the direction of the camera relative to a given local axis.
  25516. * @param localAxis Defines the reference axis to provide a relative direction.
  25517. * @return the direction
  25518. */
  25519. getDirection(localAxis: Vector3): Vector3;
  25520. /**
  25521. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25522. * @param localAxis Defines the reference axis to provide a relative direction.
  25523. * @param result Defines the vector to store the result in
  25524. */
  25525. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25526. /**
  25527. * Gets a camera constructor for a given camera type
  25528. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25529. * @param name The name of the camera the result will be able to instantiate
  25530. * @param scene The scene the result will construct the camera in
  25531. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25532. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25533. * @returns a factory method to construc the camera
  25534. */
  25535. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25536. /**
  25537. * Compute the world matrix of the camera.
  25538. * @returns the camera workd matrix
  25539. */
  25540. computeWorldMatrix(): Matrix;
  25541. /**
  25542. * Parse a JSON and creates the camera from the parsed information
  25543. * @param parsedCamera The JSON to parse
  25544. * @param scene The scene to instantiate the camera in
  25545. * @returns the newly constructed camera
  25546. */
  25547. static Parse(parsedCamera: any, scene: Scene): Camera;
  25548. }
  25549. }
  25550. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25551. import { Nullable } from "babylonjs/types";
  25552. import { Scene } from "babylonjs/scene";
  25553. import { Vector4 } from "babylonjs/Maths/math.vector";
  25554. import { Mesh } from "babylonjs/Meshes/mesh";
  25555. /**
  25556. * Class containing static functions to help procedurally build meshes
  25557. */
  25558. export class DiscBuilder {
  25559. /**
  25560. * Creates a plane polygonal mesh. By default, this is a disc
  25561. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25562. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25563. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25565. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25567. * @param name defines the name of the mesh
  25568. * @param options defines the options used to create the mesh
  25569. * @param scene defines the hosting scene
  25570. * @returns the plane polygonal mesh
  25571. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25572. */
  25573. static CreateDisc(name: string, options: {
  25574. radius?: number;
  25575. tessellation?: number;
  25576. arc?: number;
  25577. updatable?: boolean;
  25578. sideOrientation?: number;
  25579. frontUVs?: Vector4;
  25580. backUVs?: Vector4;
  25581. }, scene?: Nullable<Scene>): Mesh;
  25582. }
  25583. }
  25584. declare module "babylonjs/Particles/solidParticleSystem" {
  25585. import { Vector3 } from "babylonjs/Maths/math.vector";
  25586. import { Mesh } from "babylonjs/Meshes/mesh";
  25587. import { Scene, IDisposable } from "babylonjs/scene";
  25588. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25589. /**
  25590. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25591. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25592. * The SPS is also a particle system. It provides some methods to manage the particles.
  25593. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25594. *
  25595. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  25596. */
  25597. export class SolidParticleSystem implements IDisposable {
  25598. /**
  25599. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25600. * Example : var p = SPS.particles[i];
  25601. */
  25602. particles: SolidParticle[];
  25603. /**
  25604. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25605. */
  25606. nbParticles: number;
  25607. /**
  25608. * If the particles must ever face the camera (default false). Useful for planar particles.
  25609. */
  25610. billboard: boolean;
  25611. /**
  25612. * Recompute normals when adding a shape
  25613. */
  25614. recomputeNormals: boolean;
  25615. /**
  25616. * This a counter ofr your own usage. It's not set by any SPS functions.
  25617. */
  25618. counter: number;
  25619. /**
  25620. * The SPS name. This name is also given to the underlying mesh.
  25621. */
  25622. name: string;
  25623. /**
  25624. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25625. */
  25626. mesh: Mesh;
  25627. /**
  25628. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25629. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  25630. */
  25631. vars: any;
  25632. /**
  25633. * This array is populated when the SPS is set as 'pickable'.
  25634. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25635. * Each element of this array is an object `{idx: int, faceId: int}`.
  25636. * `idx` is the picked particle index in the `SPS.particles` array
  25637. * `faceId` is the picked face index counted within this particle.
  25638. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  25639. */
  25640. pickedParticles: {
  25641. idx: number;
  25642. faceId: number;
  25643. }[];
  25644. /**
  25645. * This array is populated when `enableDepthSort` is set to true.
  25646. * Each element of this array is an instance of the class DepthSortedParticle.
  25647. */
  25648. depthSortedParticles: DepthSortedParticle[];
  25649. /**
  25650. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25651. * @hidden
  25652. */
  25653. _bSphereOnly: boolean;
  25654. /**
  25655. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25656. * @hidden
  25657. */
  25658. _bSphereRadiusFactor: number;
  25659. private _scene;
  25660. private _positions;
  25661. private _indices;
  25662. private _normals;
  25663. private _colors;
  25664. private _uvs;
  25665. private _indices32;
  25666. private _positions32;
  25667. private _normals32;
  25668. private _fixedNormal32;
  25669. private _colors32;
  25670. private _uvs32;
  25671. private _index;
  25672. private _updatable;
  25673. private _pickable;
  25674. private _isVisibilityBoxLocked;
  25675. private _alwaysVisible;
  25676. private _depthSort;
  25677. private _shapeCounter;
  25678. private _copy;
  25679. private _color;
  25680. private _computeParticleColor;
  25681. private _computeParticleTexture;
  25682. private _computeParticleRotation;
  25683. private _computeParticleVertex;
  25684. private _computeBoundingBox;
  25685. private _depthSortParticles;
  25686. private _camera;
  25687. private _mustUnrotateFixedNormals;
  25688. private _particlesIntersect;
  25689. private _needs32Bits;
  25690. /**
  25691. * Creates a SPS (Solid Particle System) object.
  25692. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25693. * @param scene (Scene) is the scene in which the SPS is added.
  25694. * @param options defines the options of the sps e.g.
  25695. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25696. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25697. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25698. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25699. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25700. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25701. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25702. */
  25703. constructor(name: string, scene: Scene, options?: {
  25704. updatable?: boolean;
  25705. isPickable?: boolean;
  25706. enableDepthSort?: boolean;
  25707. particleIntersection?: boolean;
  25708. boundingSphereOnly?: boolean;
  25709. bSphereRadiusFactor?: number;
  25710. });
  25711. /**
  25712. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25713. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25714. * @returns the created mesh
  25715. */
  25716. buildMesh(): Mesh;
  25717. /**
  25718. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25719. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25720. * Thus the particles generated from `digest()` have their property `position` set yet.
  25721. * @param mesh ( Mesh ) is the mesh to be digested
  25722. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25723. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25724. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25725. * @returns the current SPS
  25726. */
  25727. digest(mesh: Mesh, options?: {
  25728. facetNb?: number;
  25729. number?: number;
  25730. delta?: number;
  25731. }): SolidParticleSystem;
  25732. private _unrotateFixedNormals;
  25733. private _resetCopy;
  25734. private _meshBuilder;
  25735. private _posToShape;
  25736. private _uvsToShapeUV;
  25737. private _addParticle;
  25738. /**
  25739. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25740. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  25741. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25742. * @param nb (positive integer) the number of particles to be created from this model
  25743. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25744. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25745. * @returns the number of shapes in the system
  25746. */
  25747. addShape(mesh: Mesh, nb: number, options?: {
  25748. positionFunction?: any;
  25749. vertexFunction?: any;
  25750. }): number;
  25751. private _rebuildParticle;
  25752. /**
  25753. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25754. * @returns the SPS.
  25755. */
  25756. rebuildMesh(): SolidParticleSystem;
  25757. /**
  25758. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25759. * This method calls `updateParticle()` for each particle of the SPS.
  25760. * For an animated SPS, it is usually called within the render loop.
  25761. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25762. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25763. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25764. * @returns the SPS.
  25765. */
  25766. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25767. /**
  25768. * Disposes the SPS.
  25769. */
  25770. dispose(): void;
  25771. /**
  25772. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25773. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25774. * @returns the SPS.
  25775. */
  25776. refreshVisibleSize(): SolidParticleSystem;
  25777. /**
  25778. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25779. * @param size the size (float) of the visibility box
  25780. * note : this doesn't lock the SPS mesh bounding box.
  25781. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25782. */
  25783. setVisibilityBox(size: number): void;
  25784. /**
  25785. * Gets whether the SPS as always visible or not
  25786. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25787. */
  25788. /**
  25789. * Sets the SPS as always visible or not
  25790. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25791. */
  25792. isAlwaysVisible: boolean;
  25793. /**
  25794. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25795. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25796. */
  25797. /**
  25798. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25799. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  25800. */
  25801. isVisibilityBoxLocked: boolean;
  25802. /**
  25803. * Tells to `setParticles()` to compute the particle rotations or not.
  25804. * Default value : true. The SPS is faster when it's set to false.
  25805. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25806. */
  25807. /**
  25808. * Gets if `setParticles()` computes the particle rotations or not.
  25809. * Default value : true. The SPS is faster when it's set to false.
  25810. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25811. */
  25812. computeParticleRotation: boolean;
  25813. /**
  25814. * Tells to `setParticles()` to compute the particle colors or not.
  25815. * Default value : true. The SPS is faster when it's set to false.
  25816. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25817. */
  25818. /**
  25819. * Gets if `setParticles()` computes the particle colors or not.
  25820. * Default value : true. The SPS is faster when it's set to false.
  25821. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25822. */
  25823. computeParticleColor: boolean;
  25824. /**
  25825. * Gets if `setParticles()` computes the particle textures or not.
  25826. * Default value : true. The SPS is faster when it's set to false.
  25827. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25828. */
  25829. computeParticleTexture: boolean;
  25830. /**
  25831. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25832. * Default value : false. The SPS is faster when it's set to false.
  25833. * Note : the particle custom vertex positions aren't stored values.
  25834. */
  25835. /**
  25836. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25837. * Default value : false. The SPS is faster when it's set to false.
  25838. * Note : the particle custom vertex positions aren't stored values.
  25839. */
  25840. computeParticleVertex: boolean;
  25841. /**
  25842. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25843. */
  25844. /**
  25845. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25846. */
  25847. computeBoundingBox: boolean;
  25848. /**
  25849. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25850. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25851. * Default : `true`
  25852. */
  25853. /**
  25854. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25855. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25856. * Default : `true`
  25857. */
  25858. depthSortParticles: boolean;
  25859. /**
  25860. * This function does nothing. It may be overwritten to set all the particle first values.
  25861. * The SPS doesn't call this function, you may have to call it by your own.
  25862. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25863. */
  25864. initParticles(): void;
  25865. /**
  25866. * This function does nothing. It may be overwritten to recycle a particle.
  25867. * The SPS doesn't call this function, you may have to call it by your own.
  25868. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25869. * @param particle The particle to recycle
  25870. * @returns the recycled particle
  25871. */
  25872. recycleParticle(particle: SolidParticle): SolidParticle;
  25873. /**
  25874. * Updates a particle : this function should be overwritten by the user.
  25875. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25876. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  25877. * @example : just set a particle position or velocity and recycle conditions
  25878. * @param particle The particle to update
  25879. * @returns the updated particle
  25880. */
  25881. updateParticle(particle: SolidParticle): SolidParticle;
  25882. /**
  25883. * Updates a vertex of a particle : it can be overwritten by the user.
  25884. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25885. * @param particle the current particle
  25886. * @param vertex the current index of the current particle
  25887. * @param pt the index of the current vertex in the particle shape
  25888. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  25889. * @example : just set a vertex particle position
  25890. * @returns the updated vertex
  25891. */
  25892. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25893. /**
  25894. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25895. * This does nothing and may be overwritten by the user.
  25896. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25897. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25898. * @param update the boolean update value actually passed to setParticles()
  25899. */
  25900. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25901. /**
  25902. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25903. * This will be passed three parameters.
  25904. * This does nothing and may be overwritten by the user.
  25905. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25906. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25907. * @param update the boolean update value actually passed to setParticles()
  25908. */
  25909. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25910. }
  25911. }
  25912. declare module "babylonjs/Particles/solidParticle" {
  25913. import { Nullable } from "babylonjs/types";
  25914. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25915. import { Color4 } from "babylonjs/Maths/math.color";
  25916. import { Mesh } from "babylonjs/Meshes/mesh";
  25917. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25918. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25919. import { Plane } from "babylonjs/Maths/math.plane";
  25920. /**
  25921. * Represents one particle of a solid particle system.
  25922. */
  25923. export class SolidParticle {
  25924. /**
  25925. * particle global index
  25926. */
  25927. idx: number;
  25928. /**
  25929. * The color of the particle
  25930. */
  25931. color: Nullable<Color4>;
  25932. /**
  25933. * The world space position of the particle.
  25934. */
  25935. position: Vector3;
  25936. /**
  25937. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25938. */
  25939. rotation: Vector3;
  25940. /**
  25941. * The world space rotation quaternion of the particle.
  25942. */
  25943. rotationQuaternion: Nullable<Quaternion>;
  25944. /**
  25945. * The scaling of the particle.
  25946. */
  25947. scaling: Vector3;
  25948. /**
  25949. * The uvs of the particle.
  25950. */
  25951. uvs: Vector4;
  25952. /**
  25953. * The current speed of the particle.
  25954. */
  25955. velocity: Vector3;
  25956. /**
  25957. * The pivot point in the particle local space.
  25958. */
  25959. pivot: Vector3;
  25960. /**
  25961. * Must the particle be translated from its pivot point in its local space ?
  25962. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25963. * Default : false
  25964. */
  25965. translateFromPivot: boolean;
  25966. /**
  25967. * Is the particle active or not ?
  25968. */
  25969. alive: boolean;
  25970. /**
  25971. * Is the particle visible or not ?
  25972. */
  25973. isVisible: boolean;
  25974. /**
  25975. * Index of this particle in the global "positions" array (Internal use)
  25976. * @hidden
  25977. */
  25978. _pos: number;
  25979. /**
  25980. * @hidden Index of this particle in the global "indices" array (Internal use)
  25981. */
  25982. _ind: number;
  25983. /**
  25984. * @hidden ModelShape of this particle (Internal use)
  25985. */
  25986. _model: ModelShape;
  25987. /**
  25988. * ModelShape id of this particle
  25989. */
  25990. shapeId: number;
  25991. /**
  25992. * Index of the particle in its shape id (Internal use)
  25993. */
  25994. idxInShape: number;
  25995. /**
  25996. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  25997. */
  25998. _modelBoundingInfo: BoundingInfo;
  25999. /**
  26000. * @hidden Particle BoundingInfo object (Internal use)
  26001. */
  26002. _boundingInfo: BoundingInfo;
  26003. /**
  26004. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26005. */
  26006. _sps: SolidParticleSystem;
  26007. /**
  26008. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26009. */
  26010. _stillInvisible: boolean;
  26011. /**
  26012. * @hidden Last computed particle rotation matrix
  26013. */
  26014. _rotationMatrix: number[];
  26015. /**
  26016. * Parent particle Id, if any.
  26017. * Default null.
  26018. */
  26019. parentId: Nullable<number>;
  26020. /**
  26021. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26022. * The possible values are :
  26023. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26024. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26025. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26026. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26027. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26028. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26029. * */
  26030. cullingStrategy: number;
  26031. /**
  26032. * @hidden Internal global position in the SPS.
  26033. */
  26034. _globalPosition: Vector3;
  26035. /**
  26036. * Creates a Solid Particle object.
  26037. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26038. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26039. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26040. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26041. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26042. * @param shapeId (integer) is the model shape identifier in the SPS.
  26043. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26044. * @param sps defines the sps it is associated to
  26045. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26046. */
  26047. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26048. /**
  26049. * Legacy support, changed scale to scaling
  26050. */
  26051. /**
  26052. * Legacy support, changed scale to scaling
  26053. */
  26054. scale: Vector3;
  26055. /**
  26056. * Legacy support, changed quaternion to rotationQuaternion
  26057. */
  26058. /**
  26059. * Legacy support, changed quaternion to rotationQuaternion
  26060. */
  26061. quaternion: Nullable<Quaternion>;
  26062. /**
  26063. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26064. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26065. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26066. * @returns true if it intersects
  26067. */
  26068. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26069. /**
  26070. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26071. * A particle is in the frustum if its bounding box intersects the frustum
  26072. * @param frustumPlanes defines the frustum to test
  26073. * @returns true if the particle is in the frustum planes
  26074. */
  26075. isInFrustum(frustumPlanes: Plane[]): boolean;
  26076. /**
  26077. * get the rotation matrix of the particle
  26078. * @hidden
  26079. */
  26080. getRotationMatrix(m: Matrix): void;
  26081. }
  26082. /**
  26083. * Represents the shape of the model used by one particle of a solid particle system.
  26084. * SPS internal tool, don't use it manually.
  26085. */
  26086. export class ModelShape {
  26087. /**
  26088. * The shape id
  26089. * @hidden
  26090. */
  26091. shapeID: number;
  26092. /**
  26093. * flat array of model positions (internal use)
  26094. * @hidden
  26095. */
  26096. _shape: Vector3[];
  26097. /**
  26098. * flat array of model UVs (internal use)
  26099. * @hidden
  26100. */
  26101. _shapeUV: number[];
  26102. /**
  26103. * length of the shape in the model indices array (internal use)
  26104. * @hidden
  26105. */
  26106. _indicesLength: number;
  26107. /**
  26108. * Custom position function (internal use)
  26109. * @hidden
  26110. */
  26111. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26112. /**
  26113. * Custom vertex function (internal use)
  26114. * @hidden
  26115. */
  26116. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26117. /**
  26118. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26119. * SPS internal tool, don't use it manually.
  26120. * @hidden
  26121. */
  26122. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26123. }
  26124. /**
  26125. * Represents a Depth Sorted Particle in the solid particle system.
  26126. */
  26127. export class DepthSortedParticle {
  26128. /**
  26129. * Index of the particle in the "indices" array
  26130. */
  26131. ind: number;
  26132. /**
  26133. * Length of the particle shape in the "indices" array
  26134. */
  26135. indicesLength: number;
  26136. /**
  26137. * Squared distance from the particle to the camera
  26138. */
  26139. sqDistance: number;
  26140. }
  26141. }
  26142. declare module "babylonjs/Collisions/meshCollisionData" {
  26143. import { Collider } from "babylonjs/Collisions/collider";
  26144. import { Vector3 } from "babylonjs/Maths/math.vector";
  26145. import { Nullable } from "babylonjs/types";
  26146. import { Observer } from "babylonjs/Misc/observable";
  26147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26148. /**
  26149. * @hidden
  26150. */
  26151. export class _MeshCollisionData {
  26152. _checkCollisions: boolean;
  26153. _collisionMask: number;
  26154. _collisionGroup: number;
  26155. _collider: Nullable<Collider>;
  26156. _oldPositionForCollisions: Vector3;
  26157. _diffPositionForCollisions: Vector3;
  26158. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26159. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26160. }
  26161. }
  26162. declare module "babylonjs/Meshes/abstractMesh" {
  26163. import { Observable } from "babylonjs/Misc/observable";
  26164. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26165. import { Camera } from "babylonjs/Cameras/camera";
  26166. import { Scene, IDisposable } from "babylonjs/scene";
  26167. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26168. import { Node } from "babylonjs/node";
  26169. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26170. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26171. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26172. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26173. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26174. import { Material } from "babylonjs/Materials/material";
  26175. import { Light } from "babylonjs/Lights/light";
  26176. import { Skeleton } from "babylonjs/Bones/skeleton";
  26177. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26178. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26179. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26180. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26181. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26182. import { Plane } from "babylonjs/Maths/math.plane";
  26183. import { Ray } from "babylonjs/Culling/ray";
  26184. import { Collider } from "babylonjs/Collisions/collider";
  26185. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26186. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26187. /** @hidden */
  26188. class _FacetDataStorage {
  26189. facetPositions: Vector3[];
  26190. facetNormals: Vector3[];
  26191. facetPartitioning: number[][];
  26192. facetNb: number;
  26193. partitioningSubdivisions: number;
  26194. partitioningBBoxRatio: number;
  26195. facetDataEnabled: boolean;
  26196. facetParameters: any;
  26197. bbSize: Vector3;
  26198. subDiv: {
  26199. max: number;
  26200. X: number;
  26201. Y: number;
  26202. Z: number;
  26203. };
  26204. facetDepthSort: boolean;
  26205. facetDepthSortEnabled: boolean;
  26206. depthSortedIndices: IndicesArray;
  26207. depthSortedFacets: {
  26208. ind: number;
  26209. sqDistance: number;
  26210. }[];
  26211. facetDepthSortFunction: (f1: {
  26212. ind: number;
  26213. sqDistance: number;
  26214. }, f2: {
  26215. ind: number;
  26216. sqDistance: number;
  26217. }) => number;
  26218. facetDepthSortFrom: Vector3;
  26219. facetDepthSortOrigin: Vector3;
  26220. invertedMatrix: Matrix;
  26221. }
  26222. /**
  26223. * @hidden
  26224. **/
  26225. class _InternalAbstractMeshDataInfo {
  26226. _hasVertexAlpha: boolean;
  26227. _useVertexColors: boolean;
  26228. _numBoneInfluencers: number;
  26229. _applyFog: boolean;
  26230. _receiveShadows: boolean;
  26231. _facetData: _FacetDataStorage;
  26232. _visibility: number;
  26233. _skeleton: Nullable<Skeleton>;
  26234. _layerMask: number;
  26235. _computeBonesUsingShaders: boolean;
  26236. _isActive: boolean;
  26237. _onlyForInstances: boolean;
  26238. _isActiveIntermediate: boolean;
  26239. _onlyForInstancesIntermediate: boolean;
  26240. }
  26241. /**
  26242. * Class used to store all common mesh properties
  26243. */
  26244. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26245. /** No occlusion */
  26246. static OCCLUSION_TYPE_NONE: number;
  26247. /** Occlusion set to optimisitic */
  26248. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26249. /** Occlusion set to strict */
  26250. static OCCLUSION_TYPE_STRICT: number;
  26251. /** Use an accurante occlusion algorithm */
  26252. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26253. /** Use a conservative occlusion algorithm */
  26254. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26255. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26256. * Test order :
  26257. * Is the bounding sphere outside the frustum ?
  26258. * If not, are the bounding box vertices outside the frustum ?
  26259. * It not, then the cullable object is in the frustum.
  26260. */
  26261. static readonly CULLINGSTRATEGY_STANDARD: number;
  26262. /** Culling strategy : Bounding Sphere Only.
  26263. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26264. * It's also less accurate than the standard because some not visible objects can still be selected.
  26265. * Test : is the bounding sphere outside the frustum ?
  26266. * If not, then the cullable object is in the frustum.
  26267. */
  26268. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26269. /** Culling strategy : Optimistic Inclusion.
  26270. * This in an inclusion test first, then the standard exclusion test.
  26271. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26272. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26273. * Anyway, it's as accurate as the standard strategy.
  26274. * Test :
  26275. * Is the cullable object bounding sphere center in the frustum ?
  26276. * If not, apply the default culling strategy.
  26277. */
  26278. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26279. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26280. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26281. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26282. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26283. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26284. * Test :
  26285. * Is the cullable object bounding sphere center in the frustum ?
  26286. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26287. */
  26288. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26289. /**
  26290. * No billboard
  26291. */
  26292. static readonly BILLBOARDMODE_NONE: number;
  26293. /** Billboard on X axis */
  26294. static readonly BILLBOARDMODE_X: number;
  26295. /** Billboard on Y axis */
  26296. static readonly BILLBOARDMODE_Y: number;
  26297. /** Billboard on Z axis */
  26298. static readonly BILLBOARDMODE_Z: number;
  26299. /** Billboard on all axes */
  26300. static readonly BILLBOARDMODE_ALL: number;
  26301. /** @hidden */
  26302. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26303. /**
  26304. * The culling strategy to use to check whether the mesh must be rendered or not.
  26305. * This value can be changed at any time and will be used on the next render mesh selection.
  26306. * The possible values are :
  26307. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26308. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26309. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26310. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26311. * Please read each static variable documentation to get details about the culling process.
  26312. * */
  26313. cullingStrategy: number;
  26314. /**
  26315. * Gets the number of facets in the mesh
  26316. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26317. */
  26318. readonly facetNb: number;
  26319. /**
  26320. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26322. */
  26323. partitioningSubdivisions: number;
  26324. /**
  26325. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26326. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26327. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26328. */
  26329. partitioningBBoxRatio: number;
  26330. /**
  26331. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26332. * Works only for updatable meshes.
  26333. * Doesn't work with multi-materials
  26334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26335. */
  26336. mustDepthSortFacets: boolean;
  26337. /**
  26338. * The location (Vector3) where the facet depth sort must be computed from.
  26339. * By default, the active camera position.
  26340. * Used only when facet depth sort is enabled
  26341. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26342. */
  26343. facetDepthSortFrom: Vector3;
  26344. /**
  26345. * gets a boolean indicating if facetData is enabled
  26346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26347. */
  26348. readonly isFacetDataEnabled: boolean;
  26349. /** @hidden */
  26350. _updateNonUniformScalingState(value: boolean): boolean;
  26351. /**
  26352. * An event triggered when this mesh collides with another one
  26353. */
  26354. onCollideObservable: Observable<AbstractMesh>;
  26355. /** Set a function to call when this mesh collides with another one */
  26356. onCollide: () => void;
  26357. /**
  26358. * An event triggered when the collision's position changes
  26359. */
  26360. onCollisionPositionChangeObservable: Observable<Vector3>;
  26361. /** Set a function to call when the collision's position changes */
  26362. onCollisionPositionChange: () => void;
  26363. /**
  26364. * An event triggered when material is changed
  26365. */
  26366. onMaterialChangedObservable: Observable<AbstractMesh>;
  26367. /**
  26368. * Gets or sets the orientation for POV movement & rotation
  26369. */
  26370. definedFacingForward: boolean;
  26371. /** @hidden */
  26372. _occlusionQuery: Nullable<WebGLQuery>;
  26373. /** @hidden */
  26374. _renderingGroup: Nullable<RenderingGroup>;
  26375. /**
  26376. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26377. */
  26378. /**
  26379. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26380. */
  26381. visibility: number;
  26382. /** Gets or sets the alpha index used to sort transparent meshes
  26383. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26384. */
  26385. alphaIndex: number;
  26386. /**
  26387. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26388. */
  26389. isVisible: boolean;
  26390. /**
  26391. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26392. */
  26393. isPickable: boolean;
  26394. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26395. showSubMeshesBoundingBox: boolean;
  26396. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26397. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26398. */
  26399. isBlocker: boolean;
  26400. /**
  26401. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26402. */
  26403. enablePointerMoveEvents: boolean;
  26404. /**
  26405. * Specifies the rendering group id for this mesh (0 by default)
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26407. */
  26408. renderingGroupId: number;
  26409. private _material;
  26410. /** Gets or sets current material */
  26411. material: Nullable<Material>;
  26412. /**
  26413. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26414. * @see http://doc.babylonjs.com/babylon101/shadows
  26415. */
  26416. receiveShadows: boolean;
  26417. /** Defines color to use when rendering outline */
  26418. outlineColor: Color3;
  26419. /** Define width to use when rendering outline */
  26420. outlineWidth: number;
  26421. /** Defines color to use when rendering overlay */
  26422. overlayColor: Color3;
  26423. /** Defines alpha to use when rendering overlay */
  26424. overlayAlpha: number;
  26425. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26426. hasVertexAlpha: boolean;
  26427. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26428. useVertexColors: boolean;
  26429. /**
  26430. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26431. */
  26432. computeBonesUsingShaders: boolean;
  26433. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26434. numBoneInfluencers: number;
  26435. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26436. applyFog: boolean;
  26437. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26438. useOctreeForRenderingSelection: boolean;
  26439. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26440. useOctreeForPicking: boolean;
  26441. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26442. useOctreeForCollisions: boolean;
  26443. /**
  26444. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26445. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26446. */
  26447. layerMask: number;
  26448. /**
  26449. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26450. */
  26451. alwaysSelectAsActiveMesh: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26454. */
  26455. doNotSyncBoundingInfo: boolean;
  26456. /**
  26457. * Gets or sets the current action manager
  26458. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26459. */
  26460. actionManager: Nullable<AbstractActionManager>;
  26461. private _meshCollisionData;
  26462. /**
  26463. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26464. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26465. */
  26466. ellipsoid: Vector3;
  26467. /**
  26468. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26469. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26470. */
  26471. ellipsoidOffset: Vector3;
  26472. /**
  26473. * Gets or sets a collision mask used to mask collisions (default is -1).
  26474. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26475. */
  26476. collisionMask: number;
  26477. /**
  26478. * Gets or sets the current collision group mask (-1 by default).
  26479. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26480. */
  26481. collisionGroup: number;
  26482. /**
  26483. * Defines edge width used when edgesRenderer is enabled
  26484. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26485. */
  26486. edgesWidth: number;
  26487. /**
  26488. * Defines edge color used when edgesRenderer is enabled
  26489. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26490. */
  26491. edgesColor: Color4;
  26492. /** @hidden */
  26493. _edgesRenderer: Nullable<IEdgesRenderer>;
  26494. /** @hidden */
  26495. _masterMesh: Nullable<AbstractMesh>;
  26496. /** @hidden */
  26497. _boundingInfo: Nullable<BoundingInfo>;
  26498. /** @hidden */
  26499. _renderId: number;
  26500. /**
  26501. * Gets or sets the list of subMeshes
  26502. * @see http://doc.babylonjs.com/how_to/multi_materials
  26503. */
  26504. subMeshes: SubMesh[];
  26505. /** @hidden */
  26506. _intersectionsInProgress: AbstractMesh[];
  26507. /** @hidden */
  26508. _unIndexed: boolean;
  26509. /** @hidden */
  26510. _lightSources: Light[];
  26511. /** Gets the list of lights affecting that mesh */
  26512. readonly lightSources: Light[];
  26513. /** @hidden */
  26514. readonly _positions: Nullable<Vector3[]>;
  26515. /** @hidden */
  26516. _waitingData: {
  26517. lods: Nullable<any>;
  26518. actions: Nullable<any>;
  26519. freezeWorldMatrix: Nullable<boolean>;
  26520. };
  26521. /** @hidden */
  26522. _bonesTransformMatrices: Nullable<Float32Array>;
  26523. /** @hidden */
  26524. _transformMatrixTexture: Nullable<RawTexture>;
  26525. /**
  26526. * Gets or sets a skeleton to apply skining transformations
  26527. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26528. */
  26529. skeleton: Nullable<Skeleton>;
  26530. /**
  26531. * An event triggered when the mesh is rebuilt.
  26532. */
  26533. onRebuildObservable: Observable<AbstractMesh>;
  26534. /**
  26535. * Creates a new AbstractMesh
  26536. * @param name defines the name of the mesh
  26537. * @param scene defines the hosting scene
  26538. */
  26539. constructor(name: string, scene?: Nullable<Scene>);
  26540. /**
  26541. * Returns the string "AbstractMesh"
  26542. * @returns "AbstractMesh"
  26543. */
  26544. getClassName(): string;
  26545. /**
  26546. * Gets a string representation of the current mesh
  26547. * @param fullDetails defines a boolean indicating if full details must be included
  26548. * @returns a string representation of the current mesh
  26549. */
  26550. toString(fullDetails?: boolean): string;
  26551. /**
  26552. * @hidden
  26553. */
  26554. protected _getEffectiveParent(): Nullable<Node>;
  26555. /** @hidden */
  26556. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26557. /** @hidden */
  26558. _rebuild(): void;
  26559. /** @hidden */
  26560. _resyncLightSources(): void;
  26561. /** @hidden */
  26562. _resyncLighSource(light: Light): void;
  26563. /** @hidden */
  26564. _unBindEffect(): void;
  26565. /** @hidden */
  26566. _removeLightSource(light: Light): void;
  26567. private _markSubMeshesAsDirty;
  26568. /** @hidden */
  26569. _markSubMeshesAsLightDirty(): void;
  26570. /** @hidden */
  26571. _markSubMeshesAsAttributesDirty(): void;
  26572. /** @hidden */
  26573. _markSubMeshesAsMiscDirty(): void;
  26574. /**
  26575. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26576. */
  26577. scaling: Vector3;
  26578. /**
  26579. * Returns true if the mesh is blocked. Implemented by child classes
  26580. */
  26581. readonly isBlocked: boolean;
  26582. /**
  26583. * Returns the mesh itself by default. Implemented by child classes
  26584. * @param camera defines the camera to use to pick the right LOD level
  26585. * @returns the currentAbstractMesh
  26586. */
  26587. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26588. /**
  26589. * Returns 0 by default. Implemented by child classes
  26590. * @returns an integer
  26591. */
  26592. getTotalVertices(): number;
  26593. /**
  26594. * Returns a positive integer : the total number of indices in this mesh geometry.
  26595. * @returns the numner of indices or zero if the mesh has no geometry.
  26596. */
  26597. getTotalIndices(): number;
  26598. /**
  26599. * Returns null by default. Implemented by child classes
  26600. * @returns null
  26601. */
  26602. getIndices(): Nullable<IndicesArray>;
  26603. /**
  26604. * Returns the array of the requested vertex data kind. Implemented by child classes
  26605. * @param kind defines the vertex data kind to use
  26606. * @returns null
  26607. */
  26608. getVerticesData(kind: string): Nullable<FloatArray>;
  26609. /**
  26610. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26611. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26612. * Note that a new underlying VertexBuffer object is created each call.
  26613. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26614. * @param kind defines vertex data kind:
  26615. * * VertexBuffer.PositionKind
  26616. * * VertexBuffer.UVKind
  26617. * * VertexBuffer.UV2Kind
  26618. * * VertexBuffer.UV3Kind
  26619. * * VertexBuffer.UV4Kind
  26620. * * VertexBuffer.UV5Kind
  26621. * * VertexBuffer.UV6Kind
  26622. * * VertexBuffer.ColorKind
  26623. * * VertexBuffer.MatricesIndicesKind
  26624. * * VertexBuffer.MatricesIndicesExtraKind
  26625. * * VertexBuffer.MatricesWeightsKind
  26626. * * VertexBuffer.MatricesWeightsExtraKind
  26627. * @param data defines the data source
  26628. * @param updatable defines if the data must be flagged as updatable (or static)
  26629. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26630. * @returns the current mesh
  26631. */
  26632. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26633. /**
  26634. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26635. * If the mesh has no geometry, it is simply returned as it is.
  26636. * @param kind defines vertex data kind:
  26637. * * VertexBuffer.PositionKind
  26638. * * VertexBuffer.UVKind
  26639. * * VertexBuffer.UV2Kind
  26640. * * VertexBuffer.UV3Kind
  26641. * * VertexBuffer.UV4Kind
  26642. * * VertexBuffer.UV5Kind
  26643. * * VertexBuffer.UV6Kind
  26644. * * VertexBuffer.ColorKind
  26645. * * VertexBuffer.MatricesIndicesKind
  26646. * * VertexBuffer.MatricesIndicesExtraKind
  26647. * * VertexBuffer.MatricesWeightsKind
  26648. * * VertexBuffer.MatricesWeightsExtraKind
  26649. * @param data defines the data source
  26650. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26651. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26652. * @returns the current mesh
  26653. */
  26654. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26655. /**
  26656. * Sets the mesh indices,
  26657. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26658. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26659. * @param totalVertices Defines the total number of vertices
  26660. * @returns the current mesh
  26661. */
  26662. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26663. /**
  26664. * Gets a boolean indicating if specific vertex data is present
  26665. * @param kind defines the vertex data kind to use
  26666. * @returns true is data kind is present
  26667. */
  26668. isVerticesDataPresent(kind: string): boolean;
  26669. /**
  26670. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26671. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26672. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26673. * @returns a BoundingInfo
  26674. */
  26675. getBoundingInfo(): BoundingInfo;
  26676. /**
  26677. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26678. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26679. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26680. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26681. * @returns the current mesh
  26682. */
  26683. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26684. /**
  26685. * Overwrite the current bounding info
  26686. * @param boundingInfo defines the new bounding info
  26687. * @returns the current mesh
  26688. */
  26689. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26690. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26691. readonly useBones: boolean;
  26692. /** @hidden */
  26693. _preActivate(): void;
  26694. /** @hidden */
  26695. _preActivateForIntermediateRendering(renderId: number): void;
  26696. /** @hidden */
  26697. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26698. /** @hidden */
  26699. _postActivate(): void;
  26700. /** @hidden */
  26701. _freeze(): void;
  26702. /** @hidden */
  26703. _unFreeze(): void;
  26704. /**
  26705. * Gets the current world matrix
  26706. * @returns a Matrix
  26707. */
  26708. getWorldMatrix(): Matrix;
  26709. /** @hidden */
  26710. _getWorldMatrixDeterminant(): number;
  26711. /**
  26712. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26713. */
  26714. readonly isAnInstance: boolean;
  26715. /**
  26716. * Perform relative position change from the point of view of behind the front of the mesh.
  26717. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26718. * Supports definition of mesh facing forward or backward
  26719. * @param amountRight defines the distance on the right axis
  26720. * @param amountUp defines the distance on the up axis
  26721. * @param amountForward defines the distance on the forward axis
  26722. * @returns the current mesh
  26723. */
  26724. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26725. /**
  26726. * Calculate relative position change from the point of view of behind the front of the mesh.
  26727. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26728. * Supports definition of mesh facing forward or backward
  26729. * @param amountRight defines the distance on the right axis
  26730. * @param amountUp defines the distance on the up axis
  26731. * @param amountForward defines the distance on the forward axis
  26732. * @returns the new displacement vector
  26733. */
  26734. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26735. /**
  26736. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26737. * Supports definition of mesh facing forward or backward
  26738. * @param flipBack defines the flip
  26739. * @param twirlClockwise defines the twirl
  26740. * @param tiltRight defines the tilt
  26741. * @returns the current mesh
  26742. */
  26743. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26744. /**
  26745. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26746. * Supports definition of mesh facing forward or backward.
  26747. * @param flipBack defines the flip
  26748. * @param twirlClockwise defines the twirl
  26749. * @param tiltRight defines the tilt
  26750. * @returns the new rotation vector
  26751. */
  26752. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26753. /**
  26754. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26755. * This means the mesh underlying bounding box and sphere are recomputed.
  26756. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26757. * @returns the current mesh
  26758. */
  26759. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26760. /** @hidden */
  26761. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26762. /** @hidden */
  26763. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26764. /** @hidden */
  26765. _updateBoundingInfo(): AbstractMesh;
  26766. /** @hidden */
  26767. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26768. /** @hidden */
  26769. protected _afterComputeWorldMatrix(): void;
  26770. /** @hidden */
  26771. readonly _effectiveMesh: AbstractMesh;
  26772. /**
  26773. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26774. * A mesh is in the frustum if its bounding box intersects the frustum
  26775. * @param frustumPlanes defines the frustum to test
  26776. * @returns true if the mesh is in the frustum planes
  26777. */
  26778. isInFrustum(frustumPlanes: Plane[]): boolean;
  26779. /**
  26780. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26781. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26782. * @param frustumPlanes defines the frustum to test
  26783. * @returns true if the mesh is completely in the frustum planes
  26784. */
  26785. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26786. /**
  26787. * True if the mesh intersects another mesh or a SolidParticle object
  26788. * @param mesh defines a target mesh or SolidParticle to test
  26789. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26790. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26791. * @returns true if there is an intersection
  26792. */
  26793. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26794. /**
  26795. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26796. * @param point defines the point to test
  26797. * @returns true if there is an intersection
  26798. */
  26799. intersectsPoint(point: Vector3): boolean;
  26800. /**
  26801. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26803. */
  26804. checkCollisions: boolean;
  26805. /**
  26806. * Gets Collider object used to compute collisions (not physics)
  26807. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26808. */
  26809. readonly collider: Nullable<Collider>;
  26810. /**
  26811. * Move the mesh using collision engine
  26812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26813. * @param displacement defines the requested displacement vector
  26814. * @returns the current mesh
  26815. */
  26816. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26817. private _onCollisionPositionChange;
  26818. /** @hidden */
  26819. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26820. /** @hidden */
  26821. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26822. /** @hidden */
  26823. _checkCollision(collider: Collider): AbstractMesh;
  26824. /** @hidden */
  26825. _generatePointsArray(): boolean;
  26826. /**
  26827. * Checks if the passed Ray intersects with the mesh
  26828. * @param ray defines the ray to use
  26829. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26830. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26831. * @returns the picking info
  26832. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26833. */
  26834. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26835. /**
  26836. * Clones the current mesh
  26837. * @param name defines the mesh name
  26838. * @param newParent defines the new mesh parent
  26839. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26840. * @returns the new mesh
  26841. */
  26842. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26843. /**
  26844. * Disposes all the submeshes of the current meshnp
  26845. * @returns the current mesh
  26846. */
  26847. releaseSubMeshes(): AbstractMesh;
  26848. /**
  26849. * Releases resources associated with this abstract mesh.
  26850. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26851. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26852. */
  26853. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26854. /**
  26855. * Adds the passed mesh as a child to the current mesh
  26856. * @param mesh defines the child mesh
  26857. * @returns the current mesh
  26858. */
  26859. addChild(mesh: AbstractMesh): AbstractMesh;
  26860. /**
  26861. * Removes the passed mesh from the current mesh children list
  26862. * @param mesh defines the child mesh
  26863. * @returns the current mesh
  26864. */
  26865. removeChild(mesh: AbstractMesh): AbstractMesh;
  26866. /** @hidden */
  26867. private _initFacetData;
  26868. /**
  26869. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26870. * This method can be called within the render loop.
  26871. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26872. * @returns the current mesh
  26873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26874. */
  26875. updateFacetData(): AbstractMesh;
  26876. /**
  26877. * Returns the facetLocalNormals array.
  26878. * The normals are expressed in the mesh local spac
  26879. * @returns an array of Vector3
  26880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26881. */
  26882. getFacetLocalNormals(): Vector3[];
  26883. /**
  26884. * Returns the facetLocalPositions array.
  26885. * The facet positions are expressed in the mesh local space
  26886. * @returns an array of Vector3
  26887. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26888. */
  26889. getFacetLocalPositions(): Vector3[];
  26890. /**
  26891. * Returns the facetLocalPartioning array
  26892. * @returns an array of array of numbers
  26893. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26894. */
  26895. getFacetLocalPartitioning(): number[][];
  26896. /**
  26897. * Returns the i-th facet position in the world system.
  26898. * This method allocates a new Vector3 per call
  26899. * @param i defines the facet index
  26900. * @returns a new Vector3
  26901. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26902. */
  26903. getFacetPosition(i: number): Vector3;
  26904. /**
  26905. * Sets the reference Vector3 with the i-th facet position in the world system
  26906. * @param i defines the facet index
  26907. * @param ref defines the target vector
  26908. * @returns the current mesh
  26909. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26910. */
  26911. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26912. /**
  26913. * Returns the i-th facet normal in the world system.
  26914. * This method allocates a new Vector3 per call
  26915. * @param i defines the facet index
  26916. * @returns a new Vector3
  26917. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26918. */
  26919. getFacetNormal(i: number): Vector3;
  26920. /**
  26921. * Sets the reference Vector3 with the i-th facet normal in the world system
  26922. * @param i defines the facet index
  26923. * @param ref defines the target vector
  26924. * @returns the current mesh
  26925. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26926. */
  26927. getFacetNormalToRef(i: number, ref: Vector3): this;
  26928. /**
  26929. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  26930. * @param x defines x coordinate
  26931. * @param y defines y coordinate
  26932. * @param z defines z coordinate
  26933. * @returns the array of facet indexes
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26937. /**
  26938. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26939. * @param projected sets as the (x,y,z) world projection on the facet
  26940. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26941. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26942. * @param x defines x coordinate
  26943. * @param y defines y coordinate
  26944. * @param z defines z coordinate
  26945. * @returns the face index if found (or null instead)
  26946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26947. */
  26948. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26949. /**
  26950. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26951. * @param projected sets as the (x,y,z) local projection on the facet
  26952. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26953. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26954. * @param x defines x coordinate
  26955. * @param y defines y coordinate
  26956. * @param z defines z coordinate
  26957. * @returns the face index if found (or null instead)
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26961. /**
  26962. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26963. * @returns the parameters
  26964. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26965. */
  26966. getFacetDataParameters(): any;
  26967. /**
  26968. * Disables the feature FacetData and frees the related memory
  26969. * @returns the current mesh
  26970. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26971. */
  26972. disableFacetData(): AbstractMesh;
  26973. /**
  26974. * Updates the AbstractMesh indices array
  26975. * @param indices defines the data source
  26976. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  26977. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  26978. * @returns the current mesh
  26979. */
  26980. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  26981. /**
  26982. * Creates new normals data for the mesh
  26983. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  26984. * @returns the current mesh
  26985. */
  26986. createNormals(updatable: boolean): AbstractMesh;
  26987. /**
  26988. * Align the mesh with a normal
  26989. * @param normal defines the normal to use
  26990. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  26991. * @returns the current mesh
  26992. */
  26993. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  26994. /** @hidden */
  26995. _checkOcclusionQuery(): boolean;
  26996. /**
  26997. * Disables the mesh edge rendering mode
  26998. * @returns the currentAbstractMesh
  26999. */
  27000. disableEdgesRendering(): AbstractMesh;
  27001. /**
  27002. * Enables the edge rendering mode on the mesh.
  27003. * This mode makes the mesh edges visible
  27004. * @param epsilon defines the maximal distance between two angles to detect a face
  27005. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27006. * @returns the currentAbstractMesh
  27007. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27008. */
  27009. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27010. }
  27011. }
  27012. declare module "babylonjs/Actions/actionEvent" {
  27013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27014. import { Nullable } from "babylonjs/types";
  27015. import { Sprite } from "babylonjs/Sprites/sprite";
  27016. import { Scene } from "babylonjs/scene";
  27017. import { Vector2 } from "babylonjs/Maths/math.vector";
  27018. /**
  27019. * Interface used to define ActionEvent
  27020. */
  27021. export interface IActionEvent {
  27022. /** The mesh or sprite that triggered the action */
  27023. source: any;
  27024. /** The X mouse cursor position at the time of the event */
  27025. pointerX: number;
  27026. /** The Y mouse cursor position at the time of the event */
  27027. pointerY: number;
  27028. /** The mesh that is currently pointed at (can be null) */
  27029. meshUnderPointer: Nullable<AbstractMesh>;
  27030. /** the original (browser) event that triggered the ActionEvent */
  27031. sourceEvent?: any;
  27032. /** additional data for the event */
  27033. additionalData?: any;
  27034. }
  27035. /**
  27036. * ActionEvent is the event being sent when an action is triggered.
  27037. */
  27038. export class ActionEvent implements IActionEvent {
  27039. /** The mesh or sprite that triggered the action */
  27040. source: any;
  27041. /** The X mouse cursor position at the time of the event */
  27042. pointerX: number;
  27043. /** The Y mouse cursor position at the time of the event */
  27044. pointerY: number;
  27045. /** The mesh that is currently pointed at (can be null) */
  27046. meshUnderPointer: Nullable<AbstractMesh>;
  27047. /** the original (browser) event that triggered the ActionEvent */
  27048. sourceEvent?: any;
  27049. /** additional data for the event */
  27050. additionalData?: any;
  27051. /**
  27052. * Creates a new ActionEvent
  27053. * @param source The mesh or sprite that triggered the action
  27054. * @param pointerX The X mouse cursor position at the time of the event
  27055. * @param pointerY The Y mouse cursor position at the time of the event
  27056. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27057. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27058. * @param additionalData additional data for the event
  27059. */
  27060. constructor(
  27061. /** The mesh or sprite that triggered the action */
  27062. source: any,
  27063. /** The X mouse cursor position at the time of the event */
  27064. pointerX: number,
  27065. /** The Y mouse cursor position at the time of the event */
  27066. pointerY: number,
  27067. /** The mesh that is currently pointed at (can be null) */
  27068. meshUnderPointer: Nullable<AbstractMesh>,
  27069. /** the original (browser) event that triggered the ActionEvent */
  27070. sourceEvent?: any,
  27071. /** additional data for the event */
  27072. additionalData?: any);
  27073. /**
  27074. * Helper function to auto-create an ActionEvent from a source mesh.
  27075. * @param source The source mesh that triggered the event
  27076. * @param evt The original (browser) event
  27077. * @param additionalData additional data for the event
  27078. * @returns the new ActionEvent
  27079. */
  27080. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27081. /**
  27082. * Helper function to auto-create an ActionEvent from a source sprite
  27083. * @param source The source sprite that triggered the event
  27084. * @param scene Scene associated with the sprite
  27085. * @param evt The original (browser) event
  27086. * @param additionalData additional data for the event
  27087. * @returns the new ActionEvent
  27088. */
  27089. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27090. /**
  27091. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27092. * @param scene the scene where the event occurred
  27093. * @param evt The original (browser) event
  27094. * @returns the new ActionEvent
  27095. */
  27096. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27097. /**
  27098. * Helper function to auto-create an ActionEvent from a primitive
  27099. * @param prim defines the target primitive
  27100. * @param pointerPos defines the pointer position
  27101. * @param evt The original (browser) event
  27102. * @param additionalData additional data for the event
  27103. * @returns the new ActionEvent
  27104. */
  27105. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27106. }
  27107. }
  27108. declare module "babylonjs/Actions/abstractActionManager" {
  27109. import { IDisposable } from "babylonjs/scene";
  27110. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27111. import { IAction } from "babylonjs/Actions/action";
  27112. import { Nullable } from "babylonjs/types";
  27113. /**
  27114. * Abstract class used to decouple action Manager from scene and meshes.
  27115. * Do not instantiate.
  27116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27117. */
  27118. export abstract class AbstractActionManager implements IDisposable {
  27119. /** Gets the list of active triggers */
  27120. static Triggers: {
  27121. [key: string]: number;
  27122. };
  27123. /** Gets the cursor to use when hovering items */
  27124. hoverCursor: string;
  27125. /** Gets the list of actions */
  27126. actions: IAction[];
  27127. /**
  27128. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27129. */
  27130. isRecursive: boolean;
  27131. /**
  27132. * Releases all associated resources
  27133. */
  27134. abstract dispose(): void;
  27135. /**
  27136. * Does this action manager has pointer triggers
  27137. */
  27138. abstract readonly hasPointerTriggers: boolean;
  27139. /**
  27140. * Does this action manager has pick triggers
  27141. */
  27142. abstract readonly hasPickTriggers: boolean;
  27143. /**
  27144. * Process a specific trigger
  27145. * @param trigger defines the trigger to process
  27146. * @param evt defines the event details to be processed
  27147. */
  27148. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27149. /**
  27150. * Does this action manager handles actions of any of the given triggers
  27151. * @param triggers defines the triggers to be tested
  27152. * @return a boolean indicating whether one (or more) of the triggers is handled
  27153. */
  27154. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27155. /**
  27156. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27157. * speed.
  27158. * @param triggerA defines the trigger to be tested
  27159. * @param triggerB defines the trigger to be tested
  27160. * @return a boolean indicating whether one (or more) of the triggers is handled
  27161. */
  27162. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27163. /**
  27164. * Does this action manager handles actions of a given trigger
  27165. * @param trigger defines the trigger to be tested
  27166. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27167. * @return whether the trigger is handled
  27168. */
  27169. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27170. /**
  27171. * Serialize this manager to a JSON object
  27172. * @param name defines the property name to store this manager
  27173. * @returns a JSON representation of this manager
  27174. */
  27175. abstract serialize(name: string): any;
  27176. /**
  27177. * Registers an action to this action manager
  27178. * @param action defines the action to be registered
  27179. * @return the action amended (prepared) after registration
  27180. */
  27181. abstract registerAction(action: IAction): Nullable<IAction>;
  27182. /**
  27183. * Unregisters an action to this action manager
  27184. * @param action defines the action to be unregistered
  27185. * @return a boolean indicating whether the action has been unregistered
  27186. */
  27187. abstract unregisterAction(action: IAction): Boolean;
  27188. /**
  27189. * Does exist one action manager with at least one trigger
  27190. **/
  27191. static readonly HasTriggers: boolean;
  27192. /**
  27193. * Does exist one action manager with at least one pick trigger
  27194. **/
  27195. static readonly HasPickTriggers: boolean;
  27196. /**
  27197. * Does exist one action manager that handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27200. **/
  27201. static HasSpecificTrigger(trigger: number): boolean;
  27202. }
  27203. }
  27204. declare module "babylonjs/node" {
  27205. import { Scene } from "babylonjs/scene";
  27206. import { Nullable } from "babylonjs/types";
  27207. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27208. import { Engine } from "babylonjs/Engines/engine";
  27209. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27210. import { Observable } from "babylonjs/Misc/observable";
  27211. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27213. import { Animatable } from "babylonjs/Animations/animatable";
  27214. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27215. import { Animation } from "babylonjs/Animations/animation";
  27216. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27217. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27218. /**
  27219. * Defines how a node can be built from a string name.
  27220. */
  27221. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27222. /**
  27223. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27224. */
  27225. export class Node implements IBehaviorAware<Node> {
  27226. /** @hidden */
  27227. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27228. private static _NodeConstructors;
  27229. /**
  27230. * Add a new node constructor
  27231. * @param type defines the type name of the node to construct
  27232. * @param constructorFunc defines the constructor function
  27233. */
  27234. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27235. /**
  27236. * Returns a node constructor based on type name
  27237. * @param type defines the type name
  27238. * @param name defines the new node name
  27239. * @param scene defines the hosting scene
  27240. * @param options defines optional options to transmit to constructors
  27241. * @returns the new constructor or null
  27242. */
  27243. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27244. /**
  27245. * Gets or sets the name of the node
  27246. */
  27247. name: string;
  27248. /**
  27249. * Gets or sets the id of the node
  27250. */
  27251. id: string;
  27252. /**
  27253. * Gets or sets the unique id of the node
  27254. */
  27255. uniqueId: number;
  27256. /**
  27257. * Gets or sets a string used to store user defined state for the node
  27258. */
  27259. state: string;
  27260. /**
  27261. * Gets or sets an object used to store user defined information for the node
  27262. */
  27263. metadata: any;
  27264. /**
  27265. * For internal use only. Please do not use.
  27266. */
  27267. reservedDataStore: any;
  27268. /**
  27269. * List of inspectable custom properties (used by the Inspector)
  27270. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27271. */
  27272. inspectableCustomProperties: IInspectable[];
  27273. /**
  27274. * Gets or sets a boolean used to define if the node must be serialized
  27275. */
  27276. doNotSerialize: boolean;
  27277. /** @hidden */
  27278. _isDisposed: boolean;
  27279. /**
  27280. * Gets a list of Animations associated with the node
  27281. */
  27282. animations: import("babylonjs/Animations/animation").Animation[];
  27283. protected _ranges: {
  27284. [name: string]: Nullable<AnimationRange>;
  27285. };
  27286. /**
  27287. * Callback raised when the node is ready to be used
  27288. */
  27289. onReady: Nullable<(node: Node) => void>;
  27290. private _isEnabled;
  27291. private _isParentEnabled;
  27292. private _isReady;
  27293. /** @hidden */
  27294. _currentRenderId: number;
  27295. private _parentUpdateId;
  27296. /** @hidden */
  27297. _childUpdateId: number;
  27298. /** @hidden */
  27299. _waitingParentId: Nullable<string>;
  27300. /** @hidden */
  27301. _scene: Scene;
  27302. /** @hidden */
  27303. _cache: any;
  27304. private _parentNode;
  27305. private _children;
  27306. /** @hidden */
  27307. _worldMatrix: Matrix;
  27308. /** @hidden */
  27309. _worldMatrixDeterminant: number;
  27310. /** @hidden */
  27311. _worldMatrixDeterminantIsDirty: boolean;
  27312. /** @hidden */
  27313. private _sceneRootNodesIndex;
  27314. /**
  27315. * Gets a boolean indicating if the node has been disposed
  27316. * @returns true if the node was disposed
  27317. */
  27318. isDisposed(): boolean;
  27319. /**
  27320. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27321. * @see https://doc.babylonjs.com/how_to/parenting
  27322. */
  27323. parent: Nullable<Node>;
  27324. private addToSceneRootNodes;
  27325. private removeFromSceneRootNodes;
  27326. private _animationPropertiesOverride;
  27327. /**
  27328. * Gets or sets the animation properties override
  27329. */
  27330. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27331. /**
  27332. * Gets a string idenfifying the name of the class
  27333. * @returns "Node" string
  27334. */
  27335. getClassName(): string;
  27336. /** @hidden */
  27337. readonly _isNode: boolean;
  27338. /**
  27339. * An event triggered when the mesh is disposed
  27340. */
  27341. onDisposeObservable: Observable<Node>;
  27342. private _onDisposeObserver;
  27343. /**
  27344. * Sets a callback that will be raised when the node will be disposed
  27345. */
  27346. onDispose: () => void;
  27347. /**
  27348. * Creates a new Node
  27349. * @param name the name and id to be given to this node
  27350. * @param scene the scene this node will be added to
  27351. * @param addToRootNodes the node will be added to scene.rootNodes
  27352. */
  27353. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27354. /**
  27355. * Gets the scene of the node
  27356. * @returns a scene
  27357. */
  27358. getScene(): Scene;
  27359. /**
  27360. * Gets the engine of the node
  27361. * @returns a Engine
  27362. */
  27363. getEngine(): Engine;
  27364. private _behaviors;
  27365. /**
  27366. * Attach a behavior to the node
  27367. * @see http://doc.babylonjs.com/features/behaviour
  27368. * @param behavior defines the behavior to attach
  27369. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27370. * @returns the current Node
  27371. */
  27372. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27373. /**
  27374. * Remove an attached behavior
  27375. * @see http://doc.babylonjs.com/features/behaviour
  27376. * @param behavior defines the behavior to attach
  27377. * @returns the current Node
  27378. */
  27379. removeBehavior(behavior: Behavior<Node>): Node;
  27380. /**
  27381. * Gets the list of attached behaviors
  27382. * @see http://doc.babylonjs.com/features/behaviour
  27383. */
  27384. readonly behaviors: Behavior<Node>[];
  27385. /**
  27386. * Gets an attached behavior by name
  27387. * @param name defines the name of the behavior to look for
  27388. * @see http://doc.babylonjs.com/features/behaviour
  27389. * @returns null if behavior was not found else the requested behavior
  27390. */
  27391. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27392. /**
  27393. * Returns the latest update of the World matrix
  27394. * @returns a Matrix
  27395. */
  27396. getWorldMatrix(): Matrix;
  27397. /** @hidden */
  27398. _getWorldMatrixDeterminant(): number;
  27399. /**
  27400. * Returns directly the latest state of the mesh World matrix.
  27401. * A Matrix is returned.
  27402. */
  27403. readonly worldMatrixFromCache: Matrix;
  27404. /** @hidden */
  27405. _initCache(): void;
  27406. /** @hidden */
  27407. updateCache(force?: boolean): void;
  27408. /** @hidden */
  27409. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27410. /** @hidden */
  27411. _updateCache(ignoreParentClass?: boolean): void;
  27412. /** @hidden */
  27413. _isSynchronized(): boolean;
  27414. /** @hidden */
  27415. _markSyncedWithParent(): void;
  27416. /** @hidden */
  27417. isSynchronizedWithParent(): boolean;
  27418. /** @hidden */
  27419. isSynchronized(): boolean;
  27420. /**
  27421. * Is this node ready to be used/rendered
  27422. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27423. * @return true if the node is ready
  27424. */
  27425. isReady(completeCheck?: boolean): boolean;
  27426. /**
  27427. * Is this node enabled?
  27428. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27429. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27430. * @return whether this node (and its parent) is enabled
  27431. */
  27432. isEnabled(checkAncestors?: boolean): boolean;
  27433. /** @hidden */
  27434. protected _syncParentEnabledState(): void;
  27435. /**
  27436. * Set the enabled state of this node
  27437. * @param value defines the new enabled state
  27438. */
  27439. setEnabled(value: boolean): void;
  27440. /**
  27441. * Is this node a descendant of the given node?
  27442. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27443. * @param ancestor defines the parent node to inspect
  27444. * @returns a boolean indicating if this node is a descendant of the given node
  27445. */
  27446. isDescendantOf(ancestor: Node): boolean;
  27447. /** @hidden */
  27448. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27449. /**
  27450. * Will return all nodes that have this node as ascendant
  27451. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27452. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27453. * @return all children nodes of all types
  27454. */
  27455. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27456. /**
  27457. * Get all child-meshes of this node
  27458. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27459. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27460. * @returns an array of AbstractMesh
  27461. */
  27462. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27463. /**
  27464. * Get all direct children of this node
  27465. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27466. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27467. * @returns an array of Node
  27468. */
  27469. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27470. /** @hidden */
  27471. _setReady(state: boolean): void;
  27472. /**
  27473. * Get an animation by name
  27474. * @param name defines the name of the animation to look for
  27475. * @returns null if not found else the requested animation
  27476. */
  27477. getAnimationByName(name: string): Nullable<Animation>;
  27478. /**
  27479. * Creates an animation range for this node
  27480. * @param name defines the name of the range
  27481. * @param from defines the starting key
  27482. * @param to defines the end key
  27483. */
  27484. createAnimationRange(name: string, from: number, to: number): void;
  27485. /**
  27486. * Delete a specific animation range
  27487. * @param name defines the name of the range to delete
  27488. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27489. */
  27490. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27491. /**
  27492. * Get an animation range by name
  27493. * @param name defines the name of the animation range to look for
  27494. * @returns null if not found else the requested animation range
  27495. */
  27496. getAnimationRange(name: string): Nullable<AnimationRange>;
  27497. /**
  27498. * Gets the list of all animation ranges defined on this node
  27499. * @returns an array
  27500. */
  27501. getAnimationRanges(): Nullable<AnimationRange>[];
  27502. /**
  27503. * Will start the animation sequence
  27504. * @param name defines the range frames for animation sequence
  27505. * @param loop defines if the animation should loop (false by default)
  27506. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27507. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27508. * @returns the object created for this animation. If range does not exist, it will return null
  27509. */
  27510. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27511. /**
  27512. * Serialize animation ranges into a JSON compatible object
  27513. * @returns serialization object
  27514. */
  27515. serializeAnimationRanges(): any;
  27516. /**
  27517. * Computes the world matrix of the node
  27518. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27519. * @returns the world matrix
  27520. */
  27521. computeWorldMatrix(force?: boolean): Matrix;
  27522. /**
  27523. * Releases resources associated with this node.
  27524. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27525. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27526. */
  27527. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27528. /**
  27529. * Parse animation range data from a serialization object and store them into a given node
  27530. * @param node defines where to store the animation ranges
  27531. * @param parsedNode defines the serialization object to read data from
  27532. * @param scene defines the hosting scene
  27533. */
  27534. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27535. /**
  27536. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27537. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27538. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27539. * @returns the new bounding vectors
  27540. */
  27541. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27542. min: Vector3;
  27543. max: Vector3;
  27544. };
  27545. }
  27546. }
  27547. declare module "babylonjs/Animations/animation" {
  27548. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27549. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27550. import { Color3 } from "babylonjs/Maths/math.color";
  27551. import { Nullable } from "babylonjs/types";
  27552. import { Scene } from "babylonjs/scene";
  27553. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27554. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27555. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27556. import { Node } from "babylonjs/node";
  27557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27558. import { Size } from "babylonjs/Maths/math.size";
  27559. import { Animatable } from "babylonjs/Animations/animatable";
  27560. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27561. /**
  27562. * @hidden
  27563. */
  27564. export class _IAnimationState {
  27565. key: number;
  27566. repeatCount: number;
  27567. workValue?: any;
  27568. loopMode?: number;
  27569. offsetValue?: any;
  27570. highLimitValue?: any;
  27571. }
  27572. /**
  27573. * Class used to store any kind of animation
  27574. */
  27575. export class Animation {
  27576. /**Name of the animation */
  27577. name: string;
  27578. /**Property to animate */
  27579. targetProperty: string;
  27580. /**The frames per second of the animation */
  27581. framePerSecond: number;
  27582. /**The data type of the animation */
  27583. dataType: number;
  27584. /**The loop mode of the animation */
  27585. loopMode?: number | undefined;
  27586. /**Specifies if blending should be enabled */
  27587. enableBlending?: boolean | undefined;
  27588. /**
  27589. * Use matrix interpolation instead of using direct key value when animating matrices
  27590. */
  27591. static AllowMatricesInterpolation: boolean;
  27592. /**
  27593. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27594. */
  27595. static AllowMatrixDecomposeForInterpolation: boolean;
  27596. /**
  27597. * Stores the key frames of the animation
  27598. */
  27599. private _keys;
  27600. /**
  27601. * Stores the easing function of the animation
  27602. */
  27603. private _easingFunction;
  27604. /**
  27605. * @hidden Internal use only
  27606. */
  27607. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27608. /**
  27609. * The set of event that will be linked to this animation
  27610. */
  27611. private _events;
  27612. /**
  27613. * Stores an array of target property paths
  27614. */
  27615. targetPropertyPath: string[];
  27616. /**
  27617. * Stores the blending speed of the animation
  27618. */
  27619. blendingSpeed: number;
  27620. /**
  27621. * Stores the animation ranges for the animation
  27622. */
  27623. private _ranges;
  27624. /**
  27625. * @hidden Internal use
  27626. */
  27627. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27628. /**
  27629. * Sets up an animation
  27630. * @param property The property to animate
  27631. * @param animationType The animation type to apply
  27632. * @param framePerSecond The frames per second of the animation
  27633. * @param easingFunction The easing function used in the animation
  27634. * @returns The created animation
  27635. */
  27636. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27637. /**
  27638. * Create and start an animation on a node
  27639. * @param name defines the name of the global animation that will be run on all nodes
  27640. * @param node defines the root node where the animation will take place
  27641. * @param targetProperty defines property to animate
  27642. * @param framePerSecond defines the number of frame per second yo use
  27643. * @param totalFrame defines the number of frames in total
  27644. * @param from defines the initial value
  27645. * @param to defines the final value
  27646. * @param loopMode defines which loop mode you want to use (off by default)
  27647. * @param easingFunction defines the easing function to use (linear by default)
  27648. * @param onAnimationEnd defines the callback to call when animation end
  27649. * @returns the animatable created for this animation
  27650. */
  27651. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27652. /**
  27653. * Create and start an animation on a node and its descendants
  27654. * @param name defines the name of the global animation that will be run on all nodes
  27655. * @param node defines the root node where the animation will take place
  27656. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27657. * @param targetProperty defines property to animate
  27658. * @param framePerSecond defines the number of frame per second to use
  27659. * @param totalFrame defines the number of frames in total
  27660. * @param from defines the initial value
  27661. * @param to defines the final value
  27662. * @param loopMode defines which loop mode you want to use (off by default)
  27663. * @param easingFunction defines the easing function to use (linear by default)
  27664. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27665. * @returns the list of animatables created for all nodes
  27666. * @example https://www.babylonjs-playground.com/#MH0VLI
  27667. */
  27668. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27669. /**
  27670. * Creates a new animation, merges it with the existing animations and starts it
  27671. * @param name Name of the animation
  27672. * @param node Node which contains the scene that begins the animations
  27673. * @param targetProperty Specifies which property to animate
  27674. * @param framePerSecond The frames per second of the animation
  27675. * @param totalFrame The total number of frames
  27676. * @param from The frame at the beginning of the animation
  27677. * @param to The frame at the end of the animation
  27678. * @param loopMode Specifies the loop mode of the animation
  27679. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27680. * @param onAnimationEnd Callback to run once the animation is complete
  27681. * @returns Nullable animation
  27682. */
  27683. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27684. /**
  27685. * Transition property of an host to the target Value
  27686. * @param property The property to transition
  27687. * @param targetValue The target Value of the property
  27688. * @param host The object where the property to animate belongs
  27689. * @param scene Scene used to run the animation
  27690. * @param frameRate Framerate (in frame/s) to use
  27691. * @param transition The transition type we want to use
  27692. * @param duration The duration of the animation, in milliseconds
  27693. * @param onAnimationEnd Callback trigger at the end of the animation
  27694. * @returns Nullable animation
  27695. */
  27696. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27697. /**
  27698. * Return the array of runtime animations currently using this animation
  27699. */
  27700. readonly runtimeAnimations: RuntimeAnimation[];
  27701. /**
  27702. * Specifies if any of the runtime animations are currently running
  27703. */
  27704. readonly hasRunningRuntimeAnimations: boolean;
  27705. /**
  27706. * Initializes the animation
  27707. * @param name Name of the animation
  27708. * @param targetProperty Property to animate
  27709. * @param framePerSecond The frames per second of the animation
  27710. * @param dataType The data type of the animation
  27711. * @param loopMode The loop mode of the animation
  27712. * @param enableBlending Specifies if blending should be enabled
  27713. */
  27714. constructor(
  27715. /**Name of the animation */
  27716. name: string,
  27717. /**Property to animate */
  27718. targetProperty: string,
  27719. /**The frames per second of the animation */
  27720. framePerSecond: number,
  27721. /**The data type of the animation */
  27722. dataType: number,
  27723. /**The loop mode of the animation */
  27724. loopMode?: number | undefined,
  27725. /**Specifies if blending should be enabled */
  27726. enableBlending?: boolean | undefined);
  27727. /**
  27728. * Converts the animation to a string
  27729. * @param fullDetails support for multiple levels of logging within scene loading
  27730. * @returns String form of the animation
  27731. */
  27732. toString(fullDetails?: boolean): string;
  27733. /**
  27734. * Add an event to this animation
  27735. * @param event Event to add
  27736. */
  27737. addEvent(event: AnimationEvent): void;
  27738. /**
  27739. * Remove all events found at the given frame
  27740. * @param frame The frame to remove events from
  27741. */
  27742. removeEvents(frame: number): void;
  27743. /**
  27744. * Retrieves all the events from the animation
  27745. * @returns Events from the animation
  27746. */
  27747. getEvents(): AnimationEvent[];
  27748. /**
  27749. * Creates an animation range
  27750. * @param name Name of the animation range
  27751. * @param from Starting frame of the animation range
  27752. * @param to Ending frame of the animation
  27753. */
  27754. createRange(name: string, from: number, to: number): void;
  27755. /**
  27756. * Deletes an animation range by name
  27757. * @param name Name of the animation range to delete
  27758. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27759. */
  27760. deleteRange(name: string, deleteFrames?: boolean): void;
  27761. /**
  27762. * Gets the animation range by name, or null if not defined
  27763. * @param name Name of the animation range
  27764. * @returns Nullable animation range
  27765. */
  27766. getRange(name: string): Nullable<AnimationRange>;
  27767. /**
  27768. * Gets the key frames from the animation
  27769. * @returns The key frames of the animation
  27770. */
  27771. getKeys(): Array<IAnimationKey>;
  27772. /**
  27773. * Gets the highest frame rate of the animation
  27774. * @returns Highest frame rate of the animation
  27775. */
  27776. getHighestFrame(): number;
  27777. /**
  27778. * Gets the easing function of the animation
  27779. * @returns Easing function of the animation
  27780. */
  27781. getEasingFunction(): IEasingFunction;
  27782. /**
  27783. * Sets the easing function of the animation
  27784. * @param easingFunction A custom mathematical formula for animation
  27785. */
  27786. setEasingFunction(easingFunction: EasingFunction): void;
  27787. /**
  27788. * Interpolates a scalar linearly
  27789. * @param startValue Start value of the animation curve
  27790. * @param endValue End value of the animation curve
  27791. * @param gradient Scalar amount to interpolate
  27792. * @returns Interpolated scalar value
  27793. */
  27794. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27795. /**
  27796. * Interpolates a scalar cubically
  27797. * @param startValue Start value of the animation curve
  27798. * @param outTangent End tangent of the animation
  27799. * @param endValue End value of the animation curve
  27800. * @param inTangent Start tangent of the animation curve
  27801. * @param gradient Scalar amount to interpolate
  27802. * @returns Interpolated scalar value
  27803. */
  27804. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27805. /**
  27806. * Interpolates a quaternion using a spherical linear interpolation
  27807. * @param startValue Start value of the animation curve
  27808. * @param endValue End value of the animation curve
  27809. * @param gradient Scalar amount to interpolate
  27810. * @returns Interpolated quaternion value
  27811. */
  27812. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27813. /**
  27814. * Interpolates a quaternion cubically
  27815. * @param startValue Start value of the animation curve
  27816. * @param outTangent End tangent of the animation curve
  27817. * @param endValue End value of the animation curve
  27818. * @param inTangent Start tangent of the animation curve
  27819. * @param gradient Scalar amount to interpolate
  27820. * @returns Interpolated quaternion value
  27821. */
  27822. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27823. /**
  27824. * Interpolates a Vector3 linearl
  27825. * @param startValue Start value of the animation curve
  27826. * @param endValue End value of the animation curve
  27827. * @param gradient Scalar amount to interpolate
  27828. * @returns Interpolated scalar value
  27829. */
  27830. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27831. /**
  27832. * Interpolates a Vector3 cubically
  27833. * @param startValue Start value of the animation curve
  27834. * @param outTangent End tangent of the animation
  27835. * @param endValue End value of the animation curve
  27836. * @param inTangent Start tangent of the animation curve
  27837. * @param gradient Scalar amount to interpolate
  27838. * @returns InterpolatedVector3 value
  27839. */
  27840. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27841. /**
  27842. * Interpolates a Vector2 linearly
  27843. * @param startValue Start value of the animation curve
  27844. * @param endValue End value of the animation curve
  27845. * @param gradient Scalar amount to interpolate
  27846. * @returns Interpolated Vector2 value
  27847. */
  27848. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27849. /**
  27850. * Interpolates a Vector2 cubically
  27851. * @param startValue Start value of the animation curve
  27852. * @param outTangent End tangent of the animation
  27853. * @param endValue End value of the animation curve
  27854. * @param inTangent Start tangent of the animation curve
  27855. * @param gradient Scalar amount to interpolate
  27856. * @returns Interpolated Vector2 value
  27857. */
  27858. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27859. /**
  27860. * Interpolates a size linearly
  27861. * @param startValue Start value of the animation curve
  27862. * @param endValue End value of the animation curve
  27863. * @param gradient Scalar amount to interpolate
  27864. * @returns Interpolated Size value
  27865. */
  27866. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27867. /**
  27868. * Interpolates a Color3 linearly
  27869. * @param startValue Start value of the animation curve
  27870. * @param endValue End value of the animation curve
  27871. * @param gradient Scalar amount to interpolate
  27872. * @returns Interpolated Color3 value
  27873. */
  27874. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27875. /**
  27876. * @hidden Internal use only
  27877. */
  27878. _getKeyValue(value: any): any;
  27879. /**
  27880. * @hidden Internal use only
  27881. */
  27882. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27883. /**
  27884. * Defines the function to use to interpolate matrices
  27885. * @param startValue defines the start matrix
  27886. * @param endValue defines the end matrix
  27887. * @param gradient defines the gradient between both matrices
  27888. * @param result defines an optional target matrix where to store the interpolation
  27889. * @returns the interpolated matrix
  27890. */
  27891. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27892. /**
  27893. * Makes a copy of the animation
  27894. * @returns Cloned animation
  27895. */
  27896. clone(): Animation;
  27897. /**
  27898. * Sets the key frames of the animation
  27899. * @param values The animation key frames to set
  27900. */
  27901. setKeys(values: Array<IAnimationKey>): void;
  27902. /**
  27903. * Serializes the animation to an object
  27904. * @returns Serialized object
  27905. */
  27906. serialize(): any;
  27907. /**
  27908. * Float animation type
  27909. */
  27910. private static _ANIMATIONTYPE_FLOAT;
  27911. /**
  27912. * Vector3 animation type
  27913. */
  27914. private static _ANIMATIONTYPE_VECTOR3;
  27915. /**
  27916. * Quaternion animation type
  27917. */
  27918. private static _ANIMATIONTYPE_QUATERNION;
  27919. /**
  27920. * Matrix animation type
  27921. */
  27922. private static _ANIMATIONTYPE_MATRIX;
  27923. /**
  27924. * Color3 animation type
  27925. */
  27926. private static _ANIMATIONTYPE_COLOR3;
  27927. /**
  27928. * Vector2 animation type
  27929. */
  27930. private static _ANIMATIONTYPE_VECTOR2;
  27931. /**
  27932. * Size animation type
  27933. */
  27934. private static _ANIMATIONTYPE_SIZE;
  27935. /**
  27936. * Relative Loop Mode
  27937. */
  27938. private static _ANIMATIONLOOPMODE_RELATIVE;
  27939. /**
  27940. * Cycle Loop Mode
  27941. */
  27942. private static _ANIMATIONLOOPMODE_CYCLE;
  27943. /**
  27944. * Constant Loop Mode
  27945. */
  27946. private static _ANIMATIONLOOPMODE_CONSTANT;
  27947. /**
  27948. * Get the float animation type
  27949. */
  27950. static readonly ANIMATIONTYPE_FLOAT: number;
  27951. /**
  27952. * Get the Vector3 animation type
  27953. */
  27954. static readonly ANIMATIONTYPE_VECTOR3: number;
  27955. /**
  27956. * Get the Vector2 animation type
  27957. */
  27958. static readonly ANIMATIONTYPE_VECTOR2: number;
  27959. /**
  27960. * Get the Size animation type
  27961. */
  27962. static readonly ANIMATIONTYPE_SIZE: number;
  27963. /**
  27964. * Get the Quaternion animation type
  27965. */
  27966. static readonly ANIMATIONTYPE_QUATERNION: number;
  27967. /**
  27968. * Get the Matrix animation type
  27969. */
  27970. static readonly ANIMATIONTYPE_MATRIX: number;
  27971. /**
  27972. * Get the Color3 animation type
  27973. */
  27974. static readonly ANIMATIONTYPE_COLOR3: number;
  27975. /**
  27976. * Get the Relative Loop Mode
  27977. */
  27978. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  27979. /**
  27980. * Get the Cycle Loop Mode
  27981. */
  27982. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  27983. /**
  27984. * Get the Constant Loop Mode
  27985. */
  27986. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  27987. /** @hidden */
  27988. static _UniversalLerp(left: any, right: any, amount: number): any;
  27989. /**
  27990. * Parses an animation object and creates an animation
  27991. * @param parsedAnimation Parsed animation object
  27992. * @returns Animation object
  27993. */
  27994. static Parse(parsedAnimation: any): Animation;
  27995. /**
  27996. * Appends the serialized animations from the source animations
  27997. * @param source Source containing the animations
  27998. * @param destination Target to store the animations
  27999. */
  28000. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28001. }
  28002. }
  28003. declare module "babylonjs/Animations/animatable.interface" {
  28004. import { Nullable } from "babylonjs/types";
  28005. import { Animation } from "babylonjs/Animations/animation";
  28006. /**
  28007. * Interface containing an array of animations
  28008. */
  28009. export interface IAnimatable {
  28010. /**
  28011. * Array of animations
  28012. */
  28013. animations: Nullable<Array<Animation>>;
  28014. }
  28015. }
  28016. declare module "babylonjs/Materials/fresnelParameters" {
  28017. import { Color3 } from "babylonjs/Maths/math.color";
  28018. /**
  28019. * This represents all the required information to add a fresnel effect on a material:
  28020. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28021. */
  28022. export class FresnelParameters {
  28023. private _isEnabled;
  28024. /**
  28025. * Define if the fresnel effect is enable or not.
  28026. */
  28027. isEnabled: boolean;
  28028. /**
  28029. * Define the color used on edges (grazing angle)
  28030. */
  28031. leftColor: Color3;
  28032. /**
  28033. * Define the color used on center
  28034. */
  28035. rightColor: Color3;
  28036. /**
  28037. * Define bias applied to computed fresnel term
  28038. */
  28039. bias: number;
  28040. /**
  28041. * Defined the power exponent applied to fresnel term
  28042. */
  28043. power: number;
  28044. /**
  28045. * Clones the current fresnel and its valuues
  28046. * @returns a clone fresnel configuration
  28047. */
  28048. clone(): FresnelParameters;
  28049. /**
  28050. * Serializes the current fresnel parameters to a JSON representation.
  28051. * @return the JSON serialization
  28052. */
  28053. serialize(): any;
  28054. /**
  28055. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28056. * @param parsedFresnelParameters Define the JSON representation
  28057. * @returns the parsed parameters
  28058. */
  28059. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28060. }
  28061. }
  28062. declare module "babylonjs/Misc/decorators" {
  28063. import { Nullable } from "babylonjs/types";
  28064. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28065. import { Scene } from "babylonjs/scene";
  28066. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28067. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28068. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28069. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28070. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28071. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28072. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28073. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28074. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28075. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28076. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28077. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28078. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28079. /**
  28080. * Decorator used to define property that can be serialized as reference to a camera
  28081. * @param sourceName defines the name of the property to decorate
  28082. */
  28083. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28084. /**
  28085. * Class used to help serialization objects
  28086. */
  28087. export class SerializationHelper {
  28088. /** @hidden */
  28089. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28090. /** @hidden */
  28091. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28092. /** @hidden */
  28093. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28094. /** @hidden */
  28095. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28096. /**
  28097. * Appends the serialized animations from the source animations
  28098. * @param source Source containing the animations
  28099. * @param destination Target to store the animations
  28100. */
  28101. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28102. /**
  28103. * Static function used to serialized a specific entity
  28104. * @param entity defines the entity to serialize
  28105. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28106. * @returns a JSON compatible object representing the serialization of the entity
  28107. */
  28108. static Serialize<T>(entity: T, serializationObject?: any): any;
  28109. /**
  28110. * Creates a new entity from a serialization data object
  28111. * @param creationFunction defines a function used to instanciated the new entity
  28112. * @param source defines the source serialization data
  28113. * @param scene defines the hosting scene
  28114. * @param rootUrl defines the root url for resources
  28115. * @returns a new entity
  28116. */
  28117. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28118. /**
  28119. * Clones an object
  28120. * @param creationFunction defines the function used to instanciate the new object
  28121. * @param source defines the source object
  28122. * @returns the cloned object
  28123. */
  28124. static Clone<T>(creationFunction: () => T, source: T): T;
  28125. /**
  28126. * Instanciates a new object based on a source one (some data will be shared between both object)
  28127. * @param creationFunction defines the function used to instanciate the new object
  28128. * @param source defines the source object
  28129. * @returns the new object
  28130. */
  28131. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28132. }
  28133. }
  28134. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28135. import { Nullable } from "babylonjs/types";
  28136. /**
  28137. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28138. */
  28139. export interface CubeMapInfo {
  28140. /**
  28141. * The pixel array for the front face.
  28142. * This is stored in format, left to right, up to down format.
  28143. */
  28144. front: Nullable<ArrayBufferView>;
  28145. /**
  28146. * The pixel array for the back face.
  28147. * This is stored in format, left to right, up to down format.
  28148. */
  28149. back: Nullable<ArrayBufferView>;
  28150. /**
  28151. * The pixel array for the left face.
  28152. * This is stored in format, left to right, up to down format.
  28153. */
  28154. left: Nullable<ArrayBufferView>;
  28155. /**
  28156. * The pixel array for the right face.
  28157. * This is stored in format, left to right, up to down format.
  28158. */
  28159. right: Nullable<ArrayBufferView>;
  28160. /**
  28161. * The pixel array for the up face.
  28162. * This is stored in format, left to right, up to down format.
  28163. */
  28164. up: Nullable<ArrayBufferView>;
  28165. /**
  28166. * The pixel array for the down face.
  28167. * This is stored in format, left to right, up to down format.
  28168. */
  28169. down: Nullable<ArrayBufferView>;
  28170. /**
  28171. * The size of the cubemap stored.
  28172. *
  28173. * Each faces will be size * size pixels.
  28174. */
  28175. size: number;
  28176. /**
  28177. * The format of the texture.
  28178. *
  28179. * RGBA, RGB.
  28180. */
  28181. format: number;
  28182. /**
  28183. * The type of the texture data.
  28184. *
  28185. * UNSIGNED_INT, FLOAT.
  28186. */
  28187. type: number;
  28188. /**
  28189. * Specifies whether the texture is in gamma space.
  28190. */
  28191. gammaSpace: boolean;
  28192. }
  28193. /**
  28194. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28195. */
  28196. export class PanoramaToCubeMapTools {
  28197. private static FACE_FRONT;
  28198. private static FACE_BACK;
  28199. private static FACE_RIGHT;
  28200. private static FACE_LEFT;
  28201. private static FACE_DOWN;
  28202. private static FACE_UP;
  28203. /**
  28204. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28205. *
  28206. * @param float32Array The source data.
  28207. * @param inputWidth The width of the input panorama.
  28208. * @param inputHeight The height of the input panorama.
  28209. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28210. * @return The cubemap data
  28211. */
  28212. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28213. private static CreateCubemapTexture;
  28214. private static CalcProjectionSpherical;
  28215. }
  28216. }
  28217. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28218. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28219. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28220. import { Nullable } from "babylonjs/types";
  28221. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28222. /**
  28223. * Helper class dealing with the extraction of spherical polynomial dataArray
  28224. * from a cube map.
  28225. */
  28226. export class CubeMapToSphericalPolynomialTools {
  28227. private static FileFaces;
  28228. /**
  28229. * Converts a texture to the according Spherical Polynomial data.
  28230. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28231. *
  28232. * @param texture The texture to extract the information from.
  28233. * @return The Spherical Polynomial data.
  28234. */
  28235. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28236. /**
  28237. * Converts a cubemap to the according Spherical Polynomial data.
  28238. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28239. *
  28240. * @param cubeInfo The Cube map to extract the information from.
  28241. * @return The Spherical Polynomial data.
  28242. */
  28243. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/guid" {
  28247. /**
  28248. * Class used to manipulate GUIDs
  28249. */
  28250. export class GUID {
  28251. /**
  28252. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28253. * Be aware Math.random() could cause collisions, but:
  28254. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28255. * @returns a pseudo random id
  28256. */
  28257. static RandomId(): string;
  28258. }
  28259. }
  28260. declare module "babylonjs/Materials/Textures/baseTexture" {
  28261. import { Observable } from "babylonjs/Misc/observable";
  28262. import { Nullable } from "babylonjs/types";
  28263. import { Scene } from "babylonjs/scene";
  28264. import { Matrix } from "babylonjs/Maths/math.vector";
  28265. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28266. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28268. import { ISize } from "babylonjs/Maths/math.size";
  28269. /**
  28270. * Base class of all the textures in babylon.
  28271. * It groups all the common properties the materials, post process, lights... might need
  28272. * in order to make a correct use of the texture.
  28273. */
  28274. export class BaseTexture implements IAnimatable {
  28275. /**
  28276. * Default anisotropic filtering level for the application.
  28277. * It is set to 4 as a good tradeoff between perf and quality.
  28278. */
  28279. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28280. /**
  28281. * Gets or sets the unique id of the texture
  28282. */
  28283. uniqueId: number;
  28284. /**
  28285. * Define the name of the texture.
  28286. */
  28287. name: string;
  28288. /**
  28289. * Gets or sets an object used to store user defined information.
  28290. */
  28291. metadata: any;
  28292. /**
  28293. * For internal use only. Please do not use.
  28294. */
  28295. reservedDataStore: any;
  28296. private _hasAlpha;
  28297. /**
  28298. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28299. */
  28300. hasAlpha: boolean;
  28301. /**
  28302. * Defines if the alpha value should be determined via the rgb values.
  28303. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28304. */
  28305. getAlphaFromRGB: boolean;
  28306. /**
  28307. * Intensity or strength of the texture.
  28308. * It is commonly used by materials to fine tune the intensity of the texture
  28309. */
  28310. level: number;
  28311. /**
  28312. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28313. * This is part of the texture as textures usually maps to one uv set.
  28314. */
  28315. coordinatesIndex: number;
  28316. private _coordinatesMode;
  28317. /**
  28318. * How a texture is mapped.
  28319. *
  28320. * | Value | Type | Description |
  28321. * | ----- | ----------------------------------- | ----------- |
  28322. * | 0 | EXPLICIT_MODE | |
  28323. * | 1 | SPHERICAL_MODE | |
  28324. * | 2 | PLANAR_MODE | |
  28325. * | 3 | CUBIC_MODE | |
  28326. * | 4 | PROJECTION_MODE | |
  28327. * | 5 | SKYBOX_MODE | |
  28328. * | 6 | INVCUBIC_MODE | |
  28329. * | 7 | EQUIRECTANGULAR_MODE | |
  28330. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28331. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28332. */
  28333. coordinatesMode: number;
  28334. /**
  28335. * | Value | Type | Description |
  28336. * | ----- | ------------------ | ----------- |
  28337. * | 0 | CLAMP_ADDRESSMODE | |
  28338. * | 1 | WRAP_ADDRESSMODE | |
  28339. * | 2 | MIRROR_ADDRESSMODE | |
  28340. */
  28341. wrapU: number;
  28342. /**
  28343. * | Value | Type | Description |
  28344. * | ----- | ------------------ | ----------- |
  28345. * | 0 | CLAMP_ADDRESSMODE | |
  28346. * | 1 | WRAP_ADDRESSMODE | |
  28347. * | 2 | MIRROR_ADDRESSMODE | |
  28348. */
  28349. wrapV: number;
  28350. /**
  28351. * | Value | Type | Description |
  28352. * | ----- | ------------------ | ----------- |
  28353. * | 0 | CLAMP_ADDRESSMODE | |
  28354. * | 1 | WRAP_ADDRESSMODE | |
  28355. * | 2 | MIRROR_ADDRESSMODE | |
  28356. */
  28357. wrapR: number;
  28358. /**
  28359. * With compliant hardware and browser (supporting anisotropic filtering)
  28360. * this defines the level of anisotropic filtering in the texture.
  28361. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28362. */
  28363. anisotropicFilteringLevel: number;
  28364. /**
  28365. * Define if the texture is a cube texture or if false a 2d texture.
  28366. */
  28367. isCube: boolean;
  28368. /**
  28369. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28370. */
  28371. is3D: boolean;
  28372. /**
  28373. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28374. * HDR texture are usually stored in linear space.
  28375. * This only impacts the PBR and Background materials
  28376. */
  28377. gammaSpace: boolean;
  28378. /**
  28379. * Gets whether or not the texture contains RGBD data.
  28380. */
  28381. readonly isRGBD: boolean;
  28382. /**
  28383. * Is Z inverted in the texture (useful in a cube texture).
  28384. */
  28385. invertZ: boolean;
  28386. /**
  28387. * Are mip maps generated for this texture or not.
  28388. */
  28389. readonly noMipmap: boolean;
  28390. /**
  28391. * @hidden
  28392. */
  28393. lodLevelInAlpha: boolean;
  28394. /**
  28395. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28396. */
  28397. lodGenerationOffset: number;
  28398. /**
  28399. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28400. */
  28401. lodGenerationScale: number;
  28402. /**
  28403. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28404. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28405. * average roughness values.
  28406. */
  28407. linearSpecularLOD: boolean;
  28408. /**
  28409. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28410. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28411. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28412. */
  28413. irradianceTexture: Nullable<BaseTexture>;
  28414. /**
  28415. * Define if the texture is a render target.
  28416. */
  28417. isRenderTarget: boolean;
  28418. /**
  28419. * Define the unique id of the texture in the scene.
  28420. */
  28421. readonly uid: string;
  28422. /**
  28423. * Return a string representation of the texture.
  28424. * @returns the texture as a string
  28425. */
  28426. toString(): string;
  28427. /**
  28428. * Get the class name of the texture.
  28429. * @returns "BaseTexture"
  28430. */
  28431. getClassName(): string;
  28432. /**
  28433. * Define the list of animation attached to the texture.
  28434. */
  28435. animations: import("babylonjs/Animations/animation").Animation[];
  28436. /**
  28437. * An event triggered when the texture is disposed.
  28438. */
  28439. onDisposeObservable: Observable<BaseTexture>;
  28440. private _onDisposeObserver;
  28441. /**
  28442. * Callback triggered when the texture has been disposed.
  28443. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28444. */
  28445. onDispose: () => void;
  28446. /**
  28447. * Define the current state of the loading sequence when in delayed load mode.
  28448. */
  28449. delayLoadState: number;
  28450. private _scene;
  28451. /** @hidden */
  28452. _texture: Nullable<InternalTexture>;
  28453. private _uid;
  28454. /**
  28455. * Define if the texture is preventinga material to render or not.
  28456. * If not and the texture is not ready, the engine will use a default black texture instead.
  28457. */
  28458. readonly isBlocking: boolean;
  28459. /**
  28460. * Instantiates a new BaseTexture.
  28461. * Base class of all the textures in babylon.
  28462. * It groups all the common properties the materials, post process, lights... might need
  28463. * in order to make a correct use of the texture.
  28464. * @param scene Define the scene the texture blongs to
  28465. */
  28466. constructor(scene: Nullable<Scene>);
  28467. /**
  28468. * Get the scene the texture belongs to.
  28469. * @returns the scene or null if undefined
  28470. */
  28471. getScene(): Nullable<Scene>;
  28472. /**
  28473. * Get the texture transform matrix used to offset tile the texture for istance.
  28474. * @returns the transformation matrix
  28475. */
  28476. getTextureMatrix(): Matrix;
  28477. /**
  28478. * Get the texture reflection matrix used to rotate/transform the reflection.
  28479. * @returns the reflection matrix
  28480. */
  28481. getReflectionTextureMatrix(): Matrix;
  28482. /**
  28483. * Get the underlying lower level texture from Babylon.
  28484. * @returns the insternal texture
  28485. */
  28486. getInternalTexture(): Nullable<InternalTexture>;
  28487. /**
  28488. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28489. * @returns true if ready or not blocking
  28490. */
  28491. isReadyOrNotBlocking(): boolean;
  28492. /**
  28493. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28494. * @returns true if fully ready
  28495. */
  28496. isReady(): boolean;
  28497. private _cachedSize;
  28498. /**
  28499. * Get the size of the texture.
  28500. * @returns the texture size.
  28501. */
  28502. getSize(): ISize;
  28503. /**
  28504. * Get the base size of the texture.
  28505. * It can be different from the size if the texture has been resized for POT for instance
  28506. * @returns the base size
  28507. */
  28508. getBaseSize(): ISize;
  28509. /**
  28510. * Update the sampling mode of the texture.
  28511. * Default is Trilinear mode.
  28512. *
  28513. * | Value | Type | Description |
  28514. * | ----- | ------------------ | ----------- |
  28515. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28516. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28517. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28518. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28519. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28520. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28521. * | 7 | NEAREST_LINEAR | |
  28522. * | 8 | NEAREST_NEAREST | |
  28523. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28524. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28525. * | 11 | LINEAR_LINEAR | |
  28526. * | 12 | LINEAR_NEAREST | |
  28527. *
  28528. * > _mag_: magnification filter (close to the viewer)
  28529. * > _min_: minification filter (far from the viewer)
  28530. * > _mip_: filter used between mip map levels
  28531. *@param samplingMode Define the new sampling mode of the texture
  28532. */
  28533. updateSamplingMode(samplingMode: number): void;
  28534. /**
  28535. * Scales the texture if is `canRescale()`
  28536. * @param ratio the resize factor we want to use to rescale
  28537. */
  28538. scale(ratio: number): void;
  28539. /**
  28540. * Get if the texture can rescale.
  28541. */
  28542. readonly canRescale: boolean;
  28543. /** @hidden */
  28544. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28545. /** @hidden */
  28546. _rebuild(): void;
  28547. /**
  28548. * Triggers the load sequence in delayed load mode.
  28549. */
  28550. delayLoad(): void;
  28551. /**
  28552. * Clones the texture.
  28553. * @returns the cloned texture
  28554. */
  28555. clone(): Nullable<BaseTexture>;
  28556. /**
  28557. * Get the texture underlying type (INT, FLOAT...)
  28558. */
  28559. readonly textureType: number;
  28560. /**
  28561. * Get the texture underlying format (RGB, RGBA...)
  28562. */
  28563. readonly textureFormat: number;
  28564. /**
  28565. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28566. * This will returns an RGBA array buffer containing either in values (0-255) or
  28567. * float values (0-1) depending of the underlying buffer type.
  28568. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28569. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28570. * @param buffer defines a user defined buffer to fill with data (can be null)
  28571. * @returns The Array buffer containing the pixels data.
  28572. */
  28573. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28574. /**
  28575. * Release and destroy the underlying lower level texture aka internalTexture.
  28576. */
  28577. releaseInternalTexture(): void;
  28578. /**
  28579. * Get the polynomial representation of the texture data.
  28580. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28581. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28582. */
  28583. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28584. /** @hidden */
  28585. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28586. /** @hidden */
  28587. readonly _lodTextureMid: Nullable<BaseTexture>;
  28588. /** @hidden */
  28589. readonly _lodTextureLow: Nullable<BaseTexture>;
  28590. /**
  28591. * Dispose the texture and release its associated resources.
  28592. */
  28593. dispose(): void;
  28594. /**
  28595. * Serialize the texture into a JSON representation that can be parsed later on.
  28596. * @returns the JSON representation of the texture
  28597. */
  28598. serialize(): any;
  28599. /**
  28600. * Helper function to be called back once a list of texture contains only ready textures.
  28601. * @param textures Define the list of textures to wait for
  28602. * @param callback Define the callback triggered once the entire list will be ready
  28603. */
  28604. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28605. }
  28606. }
  28607. declare module "babylonjs/Materials/Textures/internalTexture" {
  28608. import { Observable } from "babylonjs/Misc/observable";
  28609. import { Nullable, int } from "babylonjs/types";
  28610. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28611. import { Engine } from "babylonjs/Engines/engine";
  28612. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28613. /**
  28614. * Class used to store data associated with WebGL texture data for the engine
  28615. * This class should not be used directly
  28616. */
  28617. export class InternalTexture {
  28618. /** @hidden */
  28619. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28620. /**
  28621. * The source of the texture data is unknown
  28622. */
  28623. static DATASOURCE_UNKNOWN: number;
  28624. /**
  28625. * Texture data comes from an URL
  28626. */
  28627. static DATASOURCE_URL: number;
  28628. /**
  28629. * Texture data is only used for temporary storage
  28630. */
  28631. static DATASOURCE_TEMP: number;
  28632. /**
  28633. * Texture data comes from raw data (ArrayBuffer)
  28634. */
  28635. static DATASOURCE_RAW: number;
  28636. /**
  28637. * Texture content is dynamic (video or dynamic texture)
  28638. */
  28639. static DATASOURCE_DYNAMIC: number;
  28640. /**
  28641. * Texture content is generated by rendering to it
  28642. */
  28643. static DATASOURCE_RENDERTARGET: number;
  28644. /**
  28645. * Texture content is part of a multi render target process
  28646. */
  28647. static DATASOURCE_MULTIRENDERTARGET: number;
  28648. /**
  28649. * Texture data comes from a cube data file
  28650. */
  28651. static DATASOURCE_CUBE: number;
  28652. /**
  28653. * Texture data comes from a raw cube data
  28654. */
  28655. static DATASOURCE_CUBERAW: number;
  28656. /**
  28657. * Texture data come from a prefiltered cube data file
  28658. */
  28659. static DATASOURCE_CUBEPREFILTERED: number;
  28660. /**
  28661. * Texture content is raw 3D data
  28662. */
  28663. static DATASOURCE_RAW3D: number;
  28664. /**
  28665. * Texture content is a depth texture
  28666. */
  28667. static DATASOURCE_DEPTHTEXTURE: number;
  28668. /**
  28669. * Texture data comes from a raw cube data encoded with RGBD
  28670. */
  28671. static DATASOURCE_CUBERAW_RGBD: number;
  28672. /**
  28673. * Defines if the texture is ready
  28674. */
  28675. isReady: boolean;
  28676. /**
  28677. * Defines if the texture is a cube texture
  28678. */
  28679. isCube: boolean;
  28680. /**
  28681. * Defines if the texture contains 3D data
  28682. */
  28683. is3D: boolean;
  28684. /**
  28685. * Defines if the texture contains multiview data
  28686. */
  28687. isMultiview: boolean;
  28688. /**
  28689. * Gets the URL used to load this texture
  28690. */
  28691. url: string;
  28692. /**
  28693. * Gets the sampling mode of the texture
  28694. */
  28695. samplingMode: number;
  28696. /**
  28697. * Gets a boolean indicating if the texture needs mipmaps generation
  28698. */
  28699. generateMipMaps: boolean;
  28700. /**
  28701. * Gets the number of samples used by the texture (WebGL2+ only)
  28702. */
  28703. samples: number;
  28704. /**
  28705. * Gets the type of the texture (int, float...)
  28706. */
  28707. type: number;
  28708. /**
  28709. * Gets the format of the texture (RGB, RGBA...)
  28710. */
  28711. format: number;
  28712. /**
  28713. * Observable called when the texture is loaded
  28714. */
  28715. onLoadedObservable: Observable<InternalTexture>;
  28716. /**
  28717. * Gets the width of the texture
  28718. */
  28719. width: number;
  28720. /**
  28721. * Gets the height of the texture
  28722. */
  28723. height: number;
  28724. /**
  28725. * Gets the depth of the texture
  28726. */
  28727. depth: number;
  28728. /**
  28729. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28730. */
  28731. baseWidth: number;
  28732. /**
  28733. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28734. */
  28735. baseHeight: number;
  28736. /**
  28737. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28738. */
  28739. baseDepth: number;
  28740. /**
  28741. * Gets a boolean indicating if the texture is inverted on Y axis
  28742. */
  28743. invertY: boolean;
  28744. /** @hidden */
  28745. _invertVScale: boolean;
  28746. /** @hidden */
  28747. _associatedChannel: number;
  28748. /** @hidden */
  28749. _dataSource: number;
  28750. /** @hidden */
  28751. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28752. /** @hidden */
  28753. _bufferView: Nullable<ArrayBufferView>;
  28754. /** @hidden */
  28755. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28756. /** @hidden */
  28757. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28758. /** @hidden */
  28759. _size: number;
  28760. /** @hidden */
  28761. _extension: string;
  28762. /** @hidden */
  28763. _files: Nullable<string[]>;
  28764. /** @hidden */
  28765. _workingCanvas: Nullable<HTMLCanvasElement>;
  28766. /** @hidden */
  28767. _workingContext: Nullable<CanvasRenderingContext2D>;
  28768. /** @hidden */
  28769. _framebuffer: Nullable<WebGLFramebuffer>;
  28770. /** @hidden */
  28771. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28772. /** @hidden */
  28773. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28774. /** @hidden */
  28775. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28776. /** @hidden */
  28777. _attachments: Nullable<number[]>;
  28778. /** @hidden */
  28779. _cachedCoordinatesMode: Nullable<number>;
  28780. /** @hidden */
  28781. _cachedWrapU: Nullable<number>;
  28782. /** @hidden */
  28783. _cachedWrapV: Nullable<number>;
  28784. /** @hidden */
  28785. _cachedWrapR: Nullable<number>;
  28786. /** @hidden */
  28787. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28788. /** @hidden */
  28789. _isDisabled: boolean;
  28790. /** @hidden */
  28791. _compression: Nullable<string>;
  28792. /** @hidden */
  28793. _generateStencilBuffer: boolean;
  28794. /** @hidden */
  28795. _generateDepthBuffer: boolean;
  28796. /** @hidden */
  28797. _comparisonFunction: number;
  28798. /** @hidden */
  28799. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28800. /** @hidden */
  28801. _lodGenerationScale: number;
  28802. /** @hidden */
  28803. _lodGenerationOffset: number;
  28804. /** @hidden */
  28805. _colorTextureArray: Nullable<WebGLTexture>;
  28806. /** @hidden */
  28807. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28808. /** @hidden */
  28809. _lodTextureHigh: Nullable<BaseTexture>;
  28810. /** @hidden */
  28811. _lodTextureMid: Nullable<BaseTexture>;
  28812. /** @hidden */
  28813. _lodTextureLow: Nullable<BaseTexture>;
  28814. /** @hidden */
  28815. _isRGBD: boolean;
  28816. /** @hidden */
  28817. _linearSpecularLOD: boolean;
  28818. /** @hidden */
  28819. _irradianceTexture: Nullable<BaseTexture>;
  28820. /** @hidden */
  28821. _webGLTexture: Nullable<WebGLTexture>;
  28822. /** @hidden */
  28823. _references: number;
  28824. private _engine;
  28825. /**
  28826. * Gets the Engine the texture belongs to.
  28827. * @returns The babylon engine
  28828. */
  28829. getEngine(): Engine;
  28830. /**
  28831. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28832. */
  28833. readonly dataSource: number;
  28834. /**
  28835. * Creates a new InternalTexture
  28836. * @param engine defines the engine to use
  28837. * @param dataSource defines the type of data that will be used
  28838. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28839. */
  28840. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28841. /**
  28842. * Increments the number of references (ie. the number of Texture that point to it)
  28843. */
  28844. incrementReferences(): void;
  28845. /**
  28846. * Change the size of the texture (not the size of the content)
  28847. * @param width defines the new width
  28848. * @param height defines the new height
  28849. * @param depth defines the new depth (1 by default)
  28850. */
  28851. updateSize(width: int, height: int, depth?: int): void;
  28852. /** @hidden */
  28853. _rebuild(): void;
  28854. /** @hidden */
  28855. _swapAndDie(target: InternalTexture): void;
  28856. /**
  28857. * Dispose the current allocated resources
  28858. */
  28859. dispose(): void;
  28860. }
  28861. }
  28862. declare module "babylonjs/Materials/effect" {
  28863. import { Observable } from "babylonjs/Misc/observable";
  28864. import { Nullable } from "babylonjs/types";
  28865. import { IDisposable } from "babylonjs/scene";
  28866. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28867. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28868. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28869. import { Engine } from "babylonjs/Engines/engine";
  28870. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28871. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28872. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28873. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28875. /**
  28876. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28877. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28878. */
  28879. export class EffectFallbacks {
  28880. private _defines;
  28881. private _currentRank;
  28882. private _maxRank;
  28883. private _mesh;
  28884. /**
  28885. * Removes the fallback from the bound mesh.
  28886. */
  28887. unBindMesh(): void;
  28888. /**
  28889. * Adds a fallback on the specified property.
  28890. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28891. * @param define The name of the define in the shader
  28892. */
  28893. addFallback(rank: number, define: string): void;
  28894. /**
  28895. * Sets the mesh to use CPU skinning when needing to fallback.
  28896. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28897. * @param mesh The mesh to use the fallbacks.
  28898. */
  28899. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28900. /**
  28901. * Checks to see if more fallbacks are still availible.
  28902. */
  28903. readonly isMoreFallbacks: boolean;
  28904. /**
  28905. * Removes the defines that should be removed when falling back.
  28906. * @param currentDefines defines the current define statements for the shader.
  28907. * @param effect defines the current effect we try to compile
  28908. * @returns The resulting defines with defines of the current rank removed.
  28909. */
  28910. reduce(currentDefines: string, effect: Effect): string;
  28911. }
  28912. /**
  28913. * Options to be used when creating an effect.
  28914. */
  28915. export class EffectCreationOptions {
  28916. /**
  28917. * Atrributes that will be used in the shader.
  28918. */
  28919. attributes: string[];
  28920. /**
  28921. * Uniform varible names that will be set in the shader.
  28922. */
  28923. uniformsNames: string[];
  28924. /**
  28925. * Uniform buffer varible names that will be set in the shader.
  28926. */
  28927. uniformBuffersNames: string[];
  28928. /**
  28929. * Sampler texture variable names that will be set in the shader.
  28930. */
  28931. samplers: string[];
  28932. /**
  28933. * Define statements that will be set in the shader.
  28934. */
  28935. defines: any;
  28936. /**
  28937. * Possible fallbacks for this effect to improve performance when needed.
  28938. */
  28939. fallbacks: Nullable<EffectFallbacks>;
  28940. /**
  28941. * Callback that will be called when the shader is compiled.
  28942. */
  28943. onCompiled: Nullable<(effect: Effect) => void>;
  28944. /**
  28945. * Callback that will be called if an error occurs during shader compilation.
  28946. */
  28947. onError: Nullable<(effect: Effect, errors: string) => void>;
  28948. /**
  28949. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28950. */
  28951. indexParameters: any;
  28952. /**
  28953. * Max number of lights that can be used in the shader.
  28954. */
  28955. maxSimultaneousLights: number;
  28956. /**
  28957. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28958. */
  28959. transformFeedbackVaryings: Nullable<string[]>;
  28960. }
  28961. /**
  28962. * Effect containing vertex and fragment shader that can be executed on an object.
  28963. */
  28964. export class Effect implements IDisposable {
  28965. /**
  28966. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28967. */
  28968. static ShadersRepository: string;
  28969. /**
  28970. * Name of the effect.
  28971. */
  28972. name: any;
  28973. /**
  28974. * String container all the define statements that should be set on the shader.
  28975. */
  28976. defines: string;
  28977. /**
  28978. * Callback that will be called when the shader is compiled.
  28979. */
  28980. onCompiled: Nullable<(effect: Effect) => void>;
  28981. /**
  28982. * Callback that will be called if an error occurs during shader compilation.
  28983. */
  28984. onError: Nullable<(effect: Effect, errors: string) => void>;
  28985. /**
  28986. * Callback that will be called when effect is bound.
  28987. */
  28988. onBind: Nullable<(effect: Effect) => void>;
  28989. /**
  28990. * Unique ID of the effect.
  28991. */
  28992. uniqueId: number;
  28993. /**
  28994. * Observable that will be called when the shader is compiled.
  28995. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  28996. */
  28997. onCompileObservable: Observable<Effect>;
  28998. /**
  28999. * Observable that will be called if an error occurs during shader compilation.
  29000. */
  29001. onErrorObservable: Observable<Effect>;
  29002. /** @hidden */
  29003. _onBindObservable: Nullable<Observable<Effect>>;
  29004. /**
  29005. * Observable that will be called when effect is bound.
  29006. */
  29007. readonly onBindObservable: Observable<Effect>;
  29008. /** @hidden */
  29009. _bonesComputationForcedToCPU: boolean;
  29010. private static _uniqueIdSeed;
  29011. private _engine;
  29012. private _uniformBuffersNames;
  29013. private _uniformsNames;
  29014. private _samplerList;
  29015. private _samplers;
  29016. private _isReady;
  29017. private _compilationError;
  29018. private _attributesNames;
  29019. private _attributes;
  29020. private _uniforms;
  29021. /**
  29022. * Key for the effect.
  29023. * @hidden
  29024. */
  29025. _key: string;
  29026. private _indexParameters;
  29027. private _fallbacks;
  29028. private _vertexSourceCode;
  29029. private _fragmentSourceCode;
  29030. private _vertexSourceCodeOverride;
  29031. private _fragmentSourceCodeOverride;
  29032. private _transformFeedbackVaryings;
  29033. /**
  29034. * Compiled shader to webGL program.
  29035. * @hidden
  29036. */
  29037. _pipelineContext: Nullable<IPipelineContext>;
  29038. private _valueCache;
  29039. private static _baseCache;
  29040. /**
  29041. * Instantiates an effect.
  29042. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29043. * @param baseName Name of the effect.
  29044. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29045. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29046. * @param samplers List of sampler variables that will be passed to the shader.
  29047. * @param engine Engine to be used to render the effect
  29048. * @param defines Define statements to be added to the shader.
  29049. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29050. * @param onCompiled Callback that will be called when the shader is compiled.
  29051. * @param onError Callback that will be called if an error occurs during shader compilation.
  29052. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29053. */
  29054. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29055. private _useFinalCode;
  29056. /**
  29057. * Unique key for this effect
  29058. */
  29059. readonly key: string;
  29060. /**
  29061. * If the effect has been compiled and prepared.
  29062. * @returns if the effect is compiled and prepared.
  29063. */
  29064. isReady(): boolean;
  29065. /**
  29066. * The engine the effect was initialized with.
  29067. * @returns the engine.
  29068. */
  29069. getEngine(): Engine;
  29070. /**
  29071. * The pipeline context for this effect
  29072. * @returns the associated pipeline context
  29073. */
  29074. getPipelineContext(): Nullable<IPipelineContext>;
  29075. /**
  29076. * The set of names of attribute variables for the shader.
  29077. * @returns An array of attribute names.
  29078. */
  29079. getAttributesNames(): string[];
  29080. /**
  29081. * Returns the attribute at the given index.
  29082. * @param index The index of the attribute.
  29083. * @returns The location of the attribute.
  29084. */
  29085. getAttributeLocation(index: number): number;
  29086. /**
  29087. * Returns the attribute based on the name of the variable.
  29088. * @param name of the attribute to look up.
  29089. * @returns the attribute location.
  29090. */
  29091. getAttributeLocationByName(name: string): number;
  29092. /**
  29093. * The number of attributes.
  29094. * @returns the numnber of attributes.
  29095. */
  29096. getAttributesCount(): number;
  29097. /**
  29098. * Gets the index of a uniform variable.
  29099. * @param uniformName of the uniform to look up.
  29100. * @returns the index.
  29101. */
  29102. getUniformIndex(uniformName: string): number;
  29103. /**
  29104. * Returns the attribute based on the name of the variable.
  29105. * @param uniformName of the uniform to look up.
  29106. * @returns the location of the uniform.
  29107. */
  29108. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29109. /**
  29110. * Returns an array of sampler variable names
  29111. * @returns The array of sampler variable neames.
  29112. */
  29113. getSamplers(): string[];
  29114. /**
  29115. * The error from the last compilation.
  29116. * @returns the error string.
  29117. */
  29118. getCompilationError(): string;
  29119. /**
  29120. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29121. * @param func The callback to be used.
  29122. */
  29123. executeWhenCompiled(func: (effect: Effect) => void): void;
  29124. private _checkIsReady;
  29125. /** @hidden */
  29126. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29127. /** @hidden */
  29128. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29129. /** @hidden */
  29130. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29131. /**
  29132. * Recompiles the webGL program
  29133. * @param vertexSourceCode The source code for the vertex shader.
  29134. * @param fragmentSourceCode The source code for the fragment shader.
  29135. * @param onCompiled Callback called when completed.
  29136. * @param onError Callback called on error.
  29137. * @hidden
  29138. */
  29139. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29140. /**
  29141. * Prepares the effect
  29142. * @hidden
  29143. */
  29144. _prepareEffect(): void;
  29145. /**
  29146. * Checks if the effect is supported. (Must be called after compilation)
  29147. */
  29148. readonly isSupported: boolean;
  29149. /**
  29150. * Binds a texture to the engine to be used as output of the shader.
  29151. * @param channel Name of the output variable.
  29152. * @param texture Texture to bind.
  29153. * @hidden
  29154. */
  29155. _bindTexture(channel: string, texture: InternalTexture): void;
  29156. /**
  29157. * Sets a texture on the engine to be used in the shader.
  29158. * @param channel Name of the sampler variable.
  29159. * @param texture Texture to set.
  29160. */
  29161. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29162. /**
  29163. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29164. * @param channel Name of the sampler variable.
  29165. * @param texture Texture to set.
  29166. */
  29167. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29168. /**
  29169. * Sets an array of textures on the engine to be used in the shader.
  29170. * @param channel Name of the variable.
  29171. * @param textures Textures to set.
  29172. */
  29173. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29174. /**
  29175. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29176. * @param channel Name of the sampler variable.
  29177. * @param postProcess Post process to get the input texture from.
  29178. */
  29179. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29180. /**
  29181. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29182. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29183. * @param channel Name of the sampler variable.
  29184. * @param postProcess Post process to get the output texture from.
  29185. */
  29186. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29187. /** @hidden */
  29188. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29189. /** @hidden */
  29190. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29191. /** @hidden */
  29192. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29193. /** @hidden */
  29194. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29195. /**
  29196. * Binds a buffer to a uniform.
  29197. * @param buffer Buffer to bind.
  29198. * @param name Name of the uniform variable to bind to.
  29199. */
  29200. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29201. /**
  29202. * Binds block to a uniform.
  29203. * @param blockName Name of the block to bind.
  29204. * @param index Index to bind.
  29205. */
  29206. bindUniformBlock(blockName: string, index: number): void;
  29207. /**
  29208. * Sets an interger value on a uniform variable.
  29209. * @param uniformName Name of the variable.
  29210. * @param value Value to be set.
  29211. * @returns this effect.
  29212. */
  29213. setInt(uniformName: string, value: number): Effect;
  29214. /**
  29215. * Sets an int array on a uniform variable.
  29216. * @param uniformName Name of the variable.
  29217. * @param array array to be set.
  29218. * @returns this effect.
  29219. */
  29220. setIntArray(uniformName: string, array: Int32Array): Effect;
  29221. /**
  29222. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29223. * @param uniformName Name of the variable.
  29224. * @param array array to be set.
  29225. * @returns this effect.
  29226. */
  29227. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29228. /**
  29229. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29230. * @param uniformName Name of the variable.
  29231. * @param array array to be set.
  29232. * @returns this effect.
  29233. */
  29234. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29235. /**
  29236. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29237. * @param uniformName Name of the variable.
  29238. * @param array array to be set.
  29239. * @returns this effect.
  29240. */
  29241. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29242. /**
  29243. * Sets an float array on a uniform variable.
  29244. * @param uniformName Name of the variable.
  29245. * @param array array to be set.
  29246. * @returns this effect.
  29247. */
  29248. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29249. /**
  29250. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29251. * @param uniformName Name of the variable.
  29252. * @param array array to be set.
  29253. * @returns this effect.
  29254. */
  29255. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29256. /**
  29257. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29258. * @param uniformName Name of the variable.
  29259. * @param array array to be set.
  29260. * @returns this effect.
  29261. */
  29262. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29263. /**
  29264. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29265. * @param uniformName Name of the variable.
  29266. * @param array array to be set.
  29267. * @returns this effect.
  29268. */
  29269. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29270. /**
  29271. * Sets an array on a uniform variable.
  29272. * @param uniformName Name of the variable.
  29273. * @param array array to be set.
  29274. * @returns this effect.
  29275. */
  29276. setArray(uniformName: string, array: number[]): Effect;
  29277. /**
  29278. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29279. * @param uniformName Name of the variable.
  29280. * @param array array to be set.
  29281. * @returns this effect.
  29282. */
  29283. setArray2(uniformName: string, array: number[]): Effect;
  29284. /**
  29285. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29286. * @param uniformName Name of the variable.
  29287. * @param array array to be set.
  29288. * @returns this effect.
  29289. */
  29290. setArray3(uniformName: string, array: number[]): Effect;
  29291. /**
  29292. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29293. * @param uniformName Name of the variable.
  29294. * @param array array to be set.
  29295. * @returns this effect.
  29296. */
  29297. setArray4(uniformName: string, array: number[]): Effect;
  29298. /**
  29299. * Sets matrices on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param matrices matrices to be set.
  29302. * @returns this effect.
  29303. */
  29304. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29305. /**
  29306. * Sets matrix on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param matrix matrix to be set.
  29309. * @returns this effect.
  29310. */
  29311. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29312. /**
  29313. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29314. * @param uniformName Name of the variable.
  29315. * @param matrix matrix to be set.
  29316. * @returns this effect.
  29317. */
  29318. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29319. /**
  29320. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29321. * @param uniformName Name of the variable.
  29322. * @param matrix matrix to be set.
  29323. * @returns this effect.
  29324. */
  29325. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29326. /**
  29327. * Sets a float on a uniform variable.
  29328. * @param uniformName Name of the variable.
  29329. * @param value value to be set.
  29330. * @returns this effect.
  29331. */
  29332. setFloat(uniformName: string, value: number): Effect;
  29333. /**
  29334. * Sets a boolean on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param bool value to be set.
  29337. * @returns this effect.
  29338. */
  29339. setBool(uniformName: string, bool: boolean): Effect;
  29340. /**
  29341. * Sets a Vector2 on a uniform variable.
  29342. * @param uniformName Name of the variable.
  29343. * @param vector2 vector2 to be set.
  29344. * @returns this effect.
  29345. */
  29346. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29347. /**
  29348. * Sets a float2 on a uniform variable.
  29349. * @param uniformName Name of the variable.
  29350. * @param x First float in float2.
  29351. * @param y Second float in float2.
  29352. * @returns this effect.
  29353. */
  29354. setFloat2(uniformName: string, x: number, y: number): Effect;
  29355. /**
  29356. * Sets a Vector3 on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param vector3 Value to be set.
  29359. * @returns this effect.
  29360. */
  29361. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29362. /**
  29363. * Sets a float3 on a uniform variable.
  29364. * @param uniformName Name of the variable.
  29365. * @param x First float in float3.
  29366. * @param y Second float in float3.
  29367. * @param z Third float in float3.
  29368. * @returns this effect.
  29369. */
  29370. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29371. /**
  29372. * Sets a Vector4 on a uniform variable.
  29373. * @param uniformName Name of the variable.
  29374. * @param vector4 Value to be set.
  29375. * @returns this effect.
  29376. */
  29377. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29378. /**
  29379. * Sets a float4 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param x First float in float4.
  29382. * @param y Second float in float4.
  29383. * @param z Third float in float4.
  29384. * @param w Fourth float in float4.
  29385. * @returns this effect.
  29386. */
  29387. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29388. /**
  29389. * Sets a Color3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param color3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29395. /**
  29396. * Sets a Color4 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param color3 Value to be set.
  29399. * @param alpha Alpha value to be set.
  29400. * @returns this effect.
  29401. */
  29402. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29403. /**
  29404. * Sets a Color4 on a uniform variable
  29405. * @param uniformName defines the name of the variable
  29406. * @param color4 defines the value to be set
  29407. * @returns this effect.
  29408. */
  29409. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29410. /** Release all associated resources */
  29411. dispose(): void;
  29412. /**
  29413. * This function will add a new shader to the shader store
  29414. * @param name the name of the shader
  29415. * @param pixelShader optional pixel shader content
  29416. * @param vertexShader optional vertex shader content
  29417. */
  29418. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29419. /**
  29420. * Store of each shader (The can be looked up using effect.key)
  29421. */
  29422. static ShadersStore: {
  29423. [key: string]: string;
  29424. };
  29425. /**
  29426. * Store of each included file for a shader (The can be looked up using effect.key)
  29427. */
  29428. static IncludesShadersStore: {
  29429. [key: string]: string;
  29430. };
  29431. /**
  29432. * Resets the cache of effects.
  29433. */
  29434. static ResetCache(): void;
  29435. }
  29436. }
  29437. declare module "babylonjs/Materials/uniformBuffer" {
  29438. import { Nullable, FloatArray } from "babylonjs/types";
  29439. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29440. import { Engine } from "babylonjs/Engines/engine";
  29441. import { Effect } from "babylonjs/Materials/effect";
  29442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29444. import { Color3 } from "babylonjs/Maths/math.color";
  29445. /**
  29446. * Uniform buffer objects.
  29447. *
  29448. * Handles blocks of uniform on the GPU.
  29449. *
  29450. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29451. *
  29452. * For more information, please refer to :
  29453. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29454. */
  29455. export class UniformBuffer {
  29456. private _engine;
  29457. private _buffer;
  29458. private _data;
  29459. private _bufferData;
  29460. private _dynamic?;
  29461. private _uniformLocations;
  29462. private _uniformSizes;
  29463. private _uniformLocationPointer;
  29464. private _needSync;
  29465. private _noUBO;
  29466. private _currentEffect;
  29467. private static _MAX_UNIFORM_SIZE;
  29468. private static _tempBuffer;
  29469. /**
  29470. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29471. * This is dynamic to allow compat with webgl 1 and 2.
  29472. * You will need to pass the name of the uniform as well as the value.
  29473. */
  29474. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29475. /**
  29476. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29477. * This is dynamic to allow compat with webgl 1 and 2.
  29478. * You will need to pass the name of the uniform as well as the value.
  29479. */
  29480. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29481. /**
  29482. * Lambda to Update a single float in a uniform buffer.
  29483. * This is dynamic to allow compat with webgl 1 and 2.
  29484. * You will need to pass the name of the uniform as well as the value.
  29485. */
  29486. updateFloat: (name: string, x: number) => void;
  29487. /**
  29488. * Lambda to Update a vec2 of float in a uniform buffer.
  29489. * This is dynamic to allow compat with webgl 1 and 2.
  29490. * You will need to pass the name of the uniform as well as the value.
  29491. */
  29492. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29493. /**
  29494. * Lambda to Update a vec3 of float in a uniform buffer.
  29495. * This is dynamic to allow compat with webgl 1 and 2.
  29496. * You will need to pass the name of the uniform as well as the value.
  29497. */
  29498. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29499. /**
  29500. * Lambda to Update a vec4 of float in a uniform buffer.
  29501. * This is dynamic to allow compat with webgl 1 and 2.
  29502. * You will need to pass the name of the uniform as well as the value.
  29503. */
  29504. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29505. /**
  29506. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29507. * This is dynamic to allow compat with webgl 1 and 2.
  29508. * You will need to pass the name of the uniform as well as the value.
  29509. */
  29510. updateMatrix: (name: string, mat: Matrix) => void;
  29511. /**
  29512. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29513. * This is dynamic to allow compat with webgl 1 and 2.
  29514. * You will need to pass the name of the uniform as well as the value.
  29515. */
  29516. updateVector3: (name: string, vector: Vector3) => void;
  29517. /**
  29518. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29519. * This is dynamic to allow compat with webgl 1 and 2.
  29520. * You will need to pass the name of the uniform as well as the value.
  29521. */
  29522. updateVector4: (name: string, vector: Vector4) => void;
  29523. /**
  29524. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29525. * This is dynamic to allow compat with webgl 1 and 2.
  29526. * You will need to pass the name of the uniform as well as the value.
  29527. */
  29528. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29529. /**
  29530. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29531. * This is dynamic to allow compat with webgl 1 and 2.
  29532. * You will need to pass the name of the uniform as well as the value.
  29533. */
  29534. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29535. /**
  29536. * Instantiates a new Uniform buffer objects.
  29537. *
  29538. * Handles blocks of uniform on the GPU.
  29539. *
  29540. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29541. *
  29542. * For more information, please refer to :
  29543. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29544. * @param engine Define the engine the buffer is associated with
  29545. * @param data Define the data contained in the buffer
  29546. * @param dynamic Define if the buffer is updatable
  29547. */
  29548. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29549. /**
  29550. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29551. * or just falling back on setUniformXXX calls.
  29552. */
  29553. readonly useUbo: boolean;
  29554. /**
  29555. * Indicates if the WebGL underlying uniform buffer is in sync
  29556. * with the javascript cache data.
  29557. */
  29558. readonly isSync: boolean;
  29559. /**
  29560. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29561. * Also, a dynamic UniformBuffer will disable cache verification and always
  29562. * update the underlying WebGL uniform buffer to the GPU.
  29563. * @returns if Dynamic, otherwise false
  29564. */
  29565. isDynamic(): boolean;
  29566. /**
  29567. * The data cache on JS side.
  29568. * @returns the underlying data as a float array
  29569. */
  29570. getData(): Float32Array;
  29571. /**
  29572. * The underlying WebGL Uniform buffer.
  29573. * @returns the webgl buffer
  29574. */
  29575. getBuffer(): Nullable<DataBuffer>;
  29576. /**
  29577. * std140 layout specifies how to align data within an UBO structure.
  29578. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29579. * for specs.
  29580. */
  29581. private _fillAlignment;
  29582. /**
  29583. * Adds an uniform in the buffer.
  29584. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29585. * for the layout to be correct !
  29586. * @param name Name of the uniform, as used in the uniform block in the shader.
  29587. * @param size Data size, or data directly.
  29588. */
  29589. addUniform(name: string, size: number | number[]): void;
  29590. /**
  29591. * Adds a Matrix 4x4 to the uniform buffer.
  29592. * @param name Name of the uniform, as used in the uniform block in the shader.
  29593. * @param mat A 4x4 matrix.
  29594. */
  29595. addMatrix(name: string, mat: Matrix): void;
  29596. /**
  29597. * Adds a vec2 to the uniform buffer.
  29598. * @param name Name of the uniform, as used in the uniform block in the shader.
  29599. * @param x Define the x component value of the vec2
  29600. * @param y Define the y component value of the vec2
  29601. */
  29602. addFloat2(name: string, x: number, y: number): void;
  29603. /**
  29604. * Adds a vec3 to the uniform buffer.
  29605. * @param name Name of the uniform, as used in the uniform block in the shader.
  29606. * @param x Define the x component value of the vec3
  29607. * @param y Define the y component value of the vec3
  29608. * @param z Define the z component value of the vec3
  29609. */
  29610. addFloat3(name: string, x: number, y: number, z: number): void;
  29611. /**
  29612. * Adds a vec3 to the uniform buffer.
  29613. * @param name Name of the uniform, as used in the uniform block in the shader.
  29614. * @param color Define the vec3 from a Color
  29615. */
  29616. addColor3(name: string, color: Color3): void;
  29617. /**
  29618. * Adds a vec4 to the uniform buffer.
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param color Define the rgb components from a Color
  29621. * @param alpha Define the a component of the vec4
  29622. */
  29623. addColor4(name: string, color: Color3, alpha: number): void;
  29624. /**
  29625. * Adds a vec3 to the uniform buffer.
  29626. * @param name Name of the uniform, as used in the uniform block in the shader.
  29627. * @param vector Define the vec3 components from a Vector
  29628. */
  29629. addVector3(name: string, vector: Vector3): void;
  29630. /**
  29631. * Adds a Matrix 3x3 to the uniform buffer.
  29632. * @param name Name of the uniform, as used in the uniform block in the shader.
  29633. */
  29634. addMatrix3x3(name: string): void;
  29635. /**
  29636. * Adds a Matrix 2x2 to the uniform buffer.
  29637. * @param name Name of the uniform, as used in the uniform block in the shader.
  29638. */
  29639. addMatrix2x2(name: string): void;
  29640. /**
  29641. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29642. */
  29643. create(): void;
  29644. /** @hidden */
  29645. _rebuild(): void;
  29646. /**
  29647. * Updates the WebGL Uniform Buffer on the GPU.
  29648. * If the `dynamic` flag is set to true, no cache comparison is done.
  29649. * Otherwise, the buffer will be updated only if the cache differs.
  29650. */
  29651. update(): void;
  29652. /**
  29653. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29654. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29655. * @param data Define the flattened data
  29656. * @param size Define the size of the data.
  29657. */
  29658. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29659. private _updateMatrix3x3ForUniform;
  29660. private _updateMatrix3x3ForEffect;
  29661. private _updateMatrix2x2ForEffect;
  29662. private _updateMatrix2x2ForUniform;
  29663. private _updateFloatForEffect;
  29664. private _updateFloatForUniform;
  29665. private _updateFloat2ForEffect;
  29666. private _updateFloat2ForUniform;
  29667. private _updateFloat3ForEffect;
  29668. private _updateFloat3ForUniform;
  29669. private _updateFloat4ForEffect;
  29670. private _updateFloat4ForUniform;
  29671. private _updateMatrixForEffect;
  29672. private _updateMatrixForUniform;
  29673. private _updateVector3ForEffect;
  29674. private _updateVector3ForUniform;
  29675. private _updateVector4ForEffect;
  29676. private _updateVector4ForUniform;
  29677. private _updateColor3ForEffect;
  29678. private _updateColor3ForUniform;
  29679. private _updateColor4ForEffect;
  29680. private _updateColor4ForUniform;
  29681. /**
  29682. * Sets a sampler uniform on the effect.
  29683. * @param name Define the name of the sampler.
  29684. * @param texture Define the texture to set in the sampler
  29685. */
  29686. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29687. /**
  29688. * Directly updates the value of the uniform in the cache AND on the GPU.
  29689. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29690. * @param data Define the flattened data
  29691. */
  29692. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29693. /**
  29694. * Binds this uniform buffer to an effect.
  29695. * @param effect Define the effect to bind the buffer to
  29696. * @param name Name of the uniform block in the shader.
  29697. */
  29698. bindToEffect(effect: Effect, name: string): void;
  29699. /**
  29700. * Disposes the uniform buffer.
  29701. */
  29702. dispose(): void;
  29703. }
  29704. }
  29705. declare module "babylonjs/Audio/analyser" {
  29706. import { Scene } from "babylonjs/scene";
  29707. /**
  29708. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29710. */
  29711. export class Analyser {
  29712. /**
  29713. * Gets or sets the smoothing
  29714. * @ignorenaming
  29715. */
  29716. SMOOTHING: number;
  29717. /**
  29718. * Gets or sets the FFT table size
  29719. * @ignorenaming
  29720. */
  29721. FFT_SIZE: number;
  29722. /**
  29723. * Gets or sets the bar graph amplitude
  29724. * @ignorenaming
  29725. */
  29726. BARGRAPHAMPLITUDE: number;
  29727. /**
  29728. * Gets or sets the position of the debug canvas
  29729. * @ignorenaming
  29730. */
  29731. DEBUGCANVASPOS: {
  29732. x: number;
  29733. y: number;
  29734. };
  29735. /**
  29736. * Gets or sets the debug canvas size
  29737. * @ignorenaming
  29738. */
  29739. DEBUGCANVASSIZE: {
  29740. width: number;
  29741. height: number;
  29742. };
  29743. private _byteFreqs;
  29744. private _byteTime;
  29745. private _floatFreqs;
  29746. private _webAudioAnalyser;
  29747. private _debugCanvas;
  29748. private _debugCanvasContext;
  29749. private _scene;
  29750. private _registerFunc;
  29751. private _audioEngine;
  29752. /**
  29753. * Creates a new analyser
  29754. * @param scene defines hosting scene
  29755. */
  29756. constructor(scene: Scene);
  29757. /**
  29758. * Get the number of data values you will have to play with for the visualization
  29759. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29760. * @returns a number
  29761. */
  29762. getFrequencyBinCount(): number;
  29763. /**
  29764. * Gets the current frequency data as a byte array
  29765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29766. * @returns a Uint8Array
  29767. */
  29768. getByteFrequencyData(): Uint8Array;
  29769. /**
  29770. * Gets the current waveform as a byte array
  29771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29772. * @returns a Uint8Array
  29773. */
  29774. getByteTimeDomainData(): Uint8Array;
  29775. /**
  29776. * Gets the current frequency data as a float array
  29777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29778. * @returns a Float32Array
  29779. */
  29780. getFloatFrequencyData(): Float32Array;
  29781. /**
  29782. * Renders the debug canvas
  29783. */
  29784. drawDebugCanvas(): void;
  29785. /**
  29786. * Stops rendering the debug canvas and removes it
  29787. */
  29788. stopDebugCanvas(): void;
  29789. /**
  29790. * Connects two audio nodes
  29791. * @param inputAudioNode defines first node to connect
  29792. * @param outputAudioNode defines second node to connect
  29793. */
  29794. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29795. /**
  29796. * Releases all associated resources
  29797. */
  29798. dispose(): void;
  29799. }
  29800. }
  29801. declare module "babylonjs/Audio/audioEngine" {
  29802. import { IDisposable } from "babylonjs/scene";
  29803. import { Analyser } from "babylonjs/Audio/analyser";
  29804. import { Nullable } from "babylonjs/types";
  29805. import { Observable } from "babylonjs/Misc/observable";
  29806. /**
  29807. * This represents an audio engine and it is responsible
  29808. * to play, synchronize and analyse sounds throughout the application.
  29809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29810. */
  29811. export interface IAudioEngine extends IDisposable {
  29812. /**
  29813. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29814. */
  29815. readonly canUseWebAudio: boolean;
  29816. /**
  29817. * Gets the current AudioContext if available.
  29818. */
  29819. readonly audioContext: Nullable<AudioContext>;
  29820. /**
  29821. * The master gain node defines the global audio volume of your audio engine.
  29822. */
  29823. readonly masterGain: GainNode;
  29824. /**
  29825. * Gets whether or not mp3 are supported by your browser.
  29826. */
  29827. readonly isMP3supported: boolean;
  29828. /**
  29829. * Gets whether or not ogg are supported by your browser.
  29830. */
  29831. readonly isOGGsupported: boolean;
  29832. /**
  29833. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29834. * @ignoreNaming
  29835. */
  29836. WarnedWebAudioUnsupported: boolean;
  29837. /**
  29838. * Defines if the audio engine relies on a custom unlocked button.
  29839. * In this case, the embedded button will not be displayed.
  29840. */
  29841. useCustomUnlockedButton: boolean;
  29842. /**
  29843. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29844. */
  29845. readonly unlocked: boolean;
  29846. /**
  29847. * Event raised when audio has been unlocked on the browser.
  29848. */
  29849. onAudioUnlockedObservable: Observable<AudioEngine>;
  29850. /**
  29851. * Event raised when audio has been locked on the browser.
  29852. */
  29853. onAudioLockedObservable: Observable<AudioEngine>;
  29854. /**
  29855. * Flags the audio engine in Locked state.
  29856. * This happens due to new browser policies preventing audio to autoplay.
  29857. */
  29858. lock(): void;
  29859. /**
  29860. * Unlocks the audio engine once a user action has been done on the dom.
  29861. * This is helpful to resume play once browser policies have been satisfied.
  29862. */
  29863. unlock(): void;
  29864. }
  29865. /**
  29866. * This represents the default audio engine used in babylon.
  29867. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29869. */
  29870. export class AudioEngine implements IAudioEngine {
  29871. private _audioContext;
  29872. private _audioContextInitialized;
  29873. private _muteButton;
  29874. private _hostElement;
  29875. /**
  29876. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29877. */
  29878. canUseWebAudio: boolean;
  29879. /**
  29880. * The master gain node defines the global audio volume of your audio engine.
  29881. */
  29882. masterGain: GainNode;
  29883. /**
  29884. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29885. * @ignoreNaming
  29886. */
  29887. WarnedWebAudioUnsupported: boolean;
  29888. /**
  29889. * Gets whether or not mp3 are supported by your browser.
  29890. */
  29891. isMP3supported: boolean;
  29892. /**
  29893. * Gets whether or not ogg are supported by your browser.
  29894. */
  29895. isOGGsupported: boolean;
  29896. /**
  29897. * Gets whether audio has been unlocked on the device.
  29898. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29899. * a user interaction has happened.
  29900. */
  29901. unlocked: boolean;
  29902. /**
  29903. * Defines if the audio engine relies on a custom unlocked button.
  29904. * In this case, the embedded button will not be displayed.
  29905. */
  29906. useCustomUnlockedButton: boolean;
  29907. /**
  29908. * Event raised when audio has been unlocked on the browser.
  29909. */
  29910. onAudioUnlockedObservable: Observable<AudioEngine>;
  29911. /**
  29912. * Event raised when audio has been locked on the browser.
  29913. */
  29914. onAudioLockedObservable: Observable<AudioEngine>;
  29915. /**
  29916. * Gets the current AudioContext if available.
  29917. */
  29918. readonly audioContext: Nullable<AudioContext>;
  29919. private _connectedAnalyser;
  29920. /**
  29921. * Instantiates a new audio engine.
  29922. *
  29923. * There should be only one per page as some browsers restrict the number
  29924. * of audio contexts you can create.
  29925. * @param hostElement defines the host element where to display the mute icon if necessary
  29926. */
  29927. constructor(hostElement?: Nullable<HTMLElement>);
  29928. /**
  29929. * Flags the audio engine in Locked state.
  29930. * This happens due to new browser policies preventing audio to autoplay.
  29931. */
  29932. lock(): void;
  29933. /**
  29934. * Unlocks the audio engine once a user action has been done on the dom.
  29935. * This is helpful to resume play once browser policies have been satisfied.
  29936. */
  29937. unlock(): void;
  29938. private _resumeAudioContext;
  29939. private _initializeAudioContext;
  29940. private _tryToRun;
  29941. private _triggerRunningState;
  29942. private _triggerSuspendedState;
  29943. private _displayMuteButton;
  29944. private _moveButtonToTopLeft;
  29945. private _onResize;
  29946. private _hideMuteButton;
  29947. /**
  29948. * Destroy and release the resources associated with the audio ccontext.
  29949. */
  29950. dispose(): void;
  29951. /**
  29952. * Gets the global volume sets on the master gain.
  29953. * @returns the global volume if set or -1 otherwise
  29954. */
  29955. getGlobalVolume(): number;
  29956. /**
  29957. * Sets the global volume of your experience (sets on the master gain).
  29958. * @param newVolume Defines the new global volume of the application
  29959. */
  29960. setGlobalVolume(newVolume: number): void;
  29961. /**
  29962. * Connect the audio engine to an audio analyser allowing some amazing
  29963. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29965. * @param analyser The analyser to connect to the engine
  29966. */
  29967. connectToAnalyser(analyser: Analyser): void;
  29968. }
  29969. }
  29970. declare module "babylonjs/Loading/loadingScreen" {
  29971. /**
  29972. * Interface used to present a loading screen while loading a scene
  29973. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29974. */
  29975. export interface ILoadingScreen {
  29976. /**
  29977. * Function called to display the loading screen
  29978. */
  29979. displayLoadingUI: () => void;
  29980. /**
  29981. * Function called to hide the loading screen
  29982. */
  29983. hideLoadingUI: () => void;
  29984. /**
  29985. * Gets or sets the color to use for the background
  29986. */
  29987. loadingUIBackgroundColor: string;
  29988. /**
  29989. * Gets or sets the text to display while loading
  29990. */
  29991. loadingUIText: string;
  29992. }
  29993. /**
  29994. * Class used for the default loading screen
  29995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29996. */
  29997. export class DefaultLoadingScreen implements ILoadingScreen {
  29998. private _renderingCanvas;
  29999. private _loadingText;
  30000. private _loadingDivBackgroundColor;
  30001. private _loadingDiv;
  30002. private _loadingTextDiv;
  30003. /** Gets or sets the logo url to use for the default loading screen */
  30004. static DefaultLogoUrl: string;
  30005. /** Gets or sets the spinner url to use for the default loading screen */
  30006. static DefaultSpinnerUrl: string;
  30007. /**
  30008. * Creates a new default loading screen
  30009. * @param _renderingCanvas defines the canvas used to render the scene
  30010. * @param _loadingText defines the default text to display
  30011. * @param _loadingDivBackgroundColor defines the default background color
  30012. */
  30013. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30014. /**
  30015. * Function called to display the loading screen
  30016. */
  30017. displayLoadingUI(): void;
  30018. /**
  30019. * Function called to hide the loading screen
  30020. */
  30021. hideLoadingUI(): void;
  30022. /**
  30023. * Gets or sets the text to display while loading
  30024. */
  30025. loadingUIText: string;
  30026. /**
  30027. * Gets or sets the color to use for the background
  30028. */
  30029. loadingUIBackgroundColor: string;
  30030. private _resizeLoadingUI;
  30031. }
  30032. }
  30033. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30034. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30035. import { Engine } from "babylonjs/Engines/engine";
  30036. import { Nullable } from "babylonjs/types";
  30037. /** @hidden */
  30038. export class WebGLPipelineContext implements IPipelineContext {
  30039. engine: Engine;
  30040. program: Nullable<WebGLProgram>;
  30041. context?: WebGLRenderingContext;
  30042. vertexShader?: WebGLShader;
  30043. fragmentShader?: WebGLShader;
  30044. isParallelCompiled: boolean;
  30045. onCompiled?: () => void;
  30046. transformFeedback?: WebGLTransformFeedback | null;
  30047. readonly isAsync: boolean;
  30048. readonly isReady: boolean;
  30049. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30050. }
  30051. }
  30052. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30053. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30054. /** @hidden */
  30055. export class WebGLDataBuffer extends DataBuffer {
  30056. private _buffer;
  30057. constructor(resource: WebGLBuffer);
  30058. readonly underlyingResource: any;
  30059. }
  30060. }
  30061. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30062. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30063. /** @hidden */
  30064. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30065. attributeProcessor(attribute: string): string;
  30066. varyingProcessor(varying: string, isFragment: boolean): string;
  30067. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30068. }
  30069. }
  30070. declare module "babylonjs/Misc/perfCounter" {
  30071. /**
  30072. * This class is used to track a performance counter which is number based.
  30073. * The user has access to many properties which give statistics of different nature.
  30074. *
  30075. * The implementer can track two kinds of Performance Counter: time and count.
  30076. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30077. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30078. */
  30079. export class PerfCounter {
  30080. /**
  30081. * Gets or sets a global boolean to turn on and off all the counters
  30082. */
  30083. static Enabled: boolean;
  30084. /**
  30085. * Returns the smallest value ever
  30086. */
  30087. readonly min: number;
  30088. /**
  30089. * Returns the biggest value ever
  30090. */
  30091. readonly max: number;
  30092. /**
  30093. * Returns the average value since the performance counter is running
  30094. */
  30095. readonly average: number;
  30096. /**
  30097. * Returns the average value of the last second the counter was monitored
  30098. */
  30099. readonly lastSecAverage: number;
  30100. /**
  30101. * Returns the current value
  30102. */
  30103. readonly current: number;
  30104. /**
  30105. * Gets the accumulated total
  30106. */
  30107. readonly total: number;
  30108. /**
  30109. * Gets the total value count
  30110. */
  30111. readonly count: number;
  30112. /**
  30113. * Creates a new counter
  30114. */
  30115. constructor();
  30116. /**
  30117. * Call this method to start monitoring a new frame.
  30118. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30119. */
  30120. fetchNewFrame(): void;
  30121. /**
  30122. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30123. * @param newCount the count value to add to the monitored count
  30124. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30125. */
  30126. addCount(newCount: number, fetchResult: boolean): void;
  30127. /**
  30128. * Start monitoring this performance counter
  30129. */
  30130. beginMonitoring(): void;
  30131. /**
  30132. * Compute the time lapsed since the previous beginMonitoring() call.
  30133. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30134. */
  30135. endMonitoring(newFrame?: boolean): void;
  30136. private _fetchResult;
  30137. private _startMonitoringTime;
  30138. private _min;
  30139. private _max;
  30140. private _average;
  30141. private _current;
  30142. private _totalValueCount;
  30143. private _totalAccumulated;
  30144. private _lastSecAverage;
  30145. private _lastSecAccumulated;
  30146. private _lastSecTime;
  30147. private _lastSecValueCount;
  30148. }
  30149. }
  30150. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30151. /**
  30152. * Interface for any object that can request an animation frame
  30153. */
  30154. export interface ICustomAnimationFrameRequester {
  30155. /**
  30156. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30157. */
  30158. renderFunction?: Function;
  30159. /**
  30160. * Called to request the next frame to render to
  30161. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30162. */
  30163. requestAnimationFrame: Function;
  30164. /**
  30165. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30166. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30167. */
  30168. requestID?: number;
  30169. }
  30170. }
  30171. declare module "babylonjs/Materials/Textures/videoTexture" {
  30172. import { Observable } from "babylonjs/Misc/observable";
  30173. import { Nullable } from "babylonjs/types";
  30174. import { Scene } from "babylonjs/scene";
  30175. import { Texture } from "babylonjs/Materials/Textures/texture";
  30176. /**
  30177. * Settings for finer control over video usage
  30178. */
  30179. export interface VideoTextureSettings {
  30180. /**
  30181. * Applies `autoplay` to video, if specified
  30182. */
  30183. autoPlay?: boolean;
  30184. /**
  30185. * Applies `loop` to video, if specified
  30186. */
  30187. loop?: boolean;
  30188. /**
  30189. * Automatically updates internal texture from video at every frame in the render loop
  30190. */
  30191. autoUpdateTexture: boolean;
  30192. /**
  30193. * Image src displayed during the video loading or until the user interacts with the video.
  30194. */
  30195. poster?: string;
  30196. }
  30197. /**
  30198. * If you want to display a video in your scene, this is the special texture for that.
  30199. * This special texture works similar to other textures, with the exception of a few parameters.
  30200. * @see https://doc.babylonjs.com/how_to/video_texture
  30201. */
  30202. export class VideoTexture extends Texture {
  30203. /**
  30204. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30205. */
  30206. readonly autoUpdateTexture: boolean;
  30207. /**
  30208. * The video instance used by the texture internally
  30209. */
  30210. readonly video: HTMLVideoElement;
  30211. private _onUserActionRequestedObservable;
  30212. /**
  30213. * Event triggerd when a dom action is required by the user to play the video.
  30214. * This happens due to recent changes in browser policies preventing video to auto start.
  30215. */
  30216. readonly onUserActionRequestedObservable: Observable<Texture>;
  30217. private _generateMipMaps;
  30218. private _engine;
  30219. private _stillImageCaptured;
  30220. private _displayingPosterTexture;
  30221. private _settings;
  30222. private _createInternalTextureOnEvent;
  30223. /**
  30224. * Creates a video texture.
  30225. * If you want to display a video in your scene, this is the special texture for that.
  30226. * This special texture works similar to other textures, with the exception of a few parameters.
  30227. * @see https://doc.babylonjs.com/how_to/video_texture
  30228. * @param name optional name, will detect from video source, if not defined
  30229. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30230. * @param scene is obviously the current scene.
  30231. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30232. * @param invertY is false by default but can be used to invert video on Y axis
  30233. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30234. * @param settings allows finer control over video usage
  30235. */
  30236. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30237. private _getName;
  30238. private _getVideo;
  30239. private _createInternalTexture;
  30240. private reset;
  30241. /**
  30242. * @hidden Internal method to initiate `update`.
  30243. */
  30244. _rebuild(): void;
  30245. /**
  30246. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30247. */
  30248. update(): void;
  30249. /**
  30250. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30251. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30252. */
  30253. updateTexture(isVisible: boolean): void;
  30254. protected _updateInternalTexture: () => void;
  30255. /**
  30256. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30257. * @param url New url.
  30258. */
  30259. updateURL(url: string): void;
  30260. /**
  30261. * Dispose the texture and release its associated resources.
  30262. */
  30263. dispose(): void;
  30264. /**
  30265. * Creates a video texture straight from a stream.
  30266. * @param scene Define the scene the texture should be created in
  30267. * @param stream Define the stream the texture should be created from
  30268. * @returns The created video texture as a promise
  30269. */
  30270. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30271. /**
  30272. * Creates a video texture straight from your WebCam video feed.
  30273. * @param scene Define the scene the texture should be created in
  30274. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30275. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30276. * @returns The created video texture as a promise
  30277. */
  30278. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30279. minWidth: number;
  30280. maxWidth: number;
  30281. minHeight: number;
  30282. maxHeight: number;
  30283. deviceId: string;
  30284. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30285. /**
  30286. * Creates a video texture straight from your WebCam video feed.
  30287. * @param scene Define the scene the texture should be created in
  30288. * @param onReady Define a callback to triggered once the texture will be ready
  30289. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30290. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30291. */
  30292. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30293. minWidth: number;
  30294. maxWidth: number;
  30295. minHeight: number;
  30296. maxHeight: number;
  30297. deviceId: string;
  30298. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30299. }
  30300. }
  30301. declare module "babylonjs/Engines/engine" {
  30302. import { Observable } from "babylonjs/Misc/observable";
  30303. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30304. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30305. import { Scene } from "babylonjs/scene";
  30306. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30307. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30308. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30309. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30310. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30311. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30312. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30313. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30314. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30315. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30316. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30317. import { WebRequest } from "babylonjs/Misc/webRequest";
  30318. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30319. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30320. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30321. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30322. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30323. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30324. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30325. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30326. import { Material } from "babylonjs/Materials/material";
  30327. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30328. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30329. /**
  30330. * Defines the interface used by objects containing a viewport (like a camera)
  30331. */
  30332. interface IViewportOwnerLike {
  30333. /**
  30334. * Gets or sets the viewport
  30335. */
  30336. viewport: IViewportLike;
  30337. }
  30338. /**
  30339. * Interface for attribute information associated with buffer instanciation
  30340. */
  30341. export class InstancingAttributeInfo {
  30342. /**
  30343. * Index/offset of the attribute in the vertex shader
  30344. */
  30345. index: number;
  30346. /**
  30347. * size of the attribute, 1, 2, 3 or 4
  30348. */
  30349. attributeSize: number;
  30350. /**
  30351. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30352. * default is FLOAT
  30353. */
  30354. attribyteType: number;
  30355. /**
  30356. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30357. */
  30358. normalized: boolean;
  30359. /**
  30360. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30361. */
  30362. offset: number;
  30363. /**
  30364. * Name of the GLSL attribute, for debugging purpose only
  30365. */
  30366. attributeName: string;
  30367. }
  30368. /**
  30369. * Define options used to create a depth texture
  30370. */
  30371. export class DepthTextureCreationOptions {
  30372. /** Specifies whether or not a stencil should be allocated in the texture */
  30373. generateStencil?: boolean;
  30374. /** Specifies whether or not bilinear filtering is enable on the texture */
  30375. bilinearFiltering?: boolean;
  30376. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30377. comparisonFunction?: number;
  30378. /** Specifies if the created texture is a cube texture */
  30379. isCube?: boolean;
  30380. }
  30381. /**
  30382. * Class used to describe the capabilities of the engine relatively to the current browser
  30383. */
  30384. export class EngineCapabilities {
  30385. /** Maximum textures units per fragment shader */
  30386. maxTexturesImageUnits: number;
  30387. /** Maximum texture units per vertex shader */
  30388. maxVertexTextureImageUnits: number;
  30389. /** Maximum textures units in the entire pipeline */
  30390. maxCombinedTexturesImageUnits: number;
  30391. /** Maximum texture size */
  30392. maxTextureSize: number;
  30393. /** Maximum cube texture size */
  30394. maxCubemapTextureSize: number;
  30395. /** Maximum render texture size */
  30396. maxRenderTextureSize: number;
  30397. /** Maximum number of vertex attributes */
  30398. maxVertexAttribs: number;
  30399. /** Maximum number of varyings */
  30400. maxVaryingVectors: number;
  30401. /** Maximum number of uniforms per vertex shader */
  30402. maxVertexUniformVectors: number;
  30403. /** Maximum number of uniforms per fragment shader */
  30404. maxFragmentUniformVectors: number;
  30405. /** Defines if standard derivates (dx/dy) are supported */
  30406. standardDerivatives: boolean;
  30407. /** Defines if s3tc texture compression is supported */
  30408. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30409. /** Defines if pvrtc texture compression is supported */
  30410. pvrtc: any;
  30411. /** Defines if etc1 texture compression is supported */
  30412. etc1: any;
  30413. /** Defines if etc2 texture compression is supported */
  30414. etc2: any;
  30415. /** Defines if astc texture compression is supported */
  30416. astc: any;
  30417. /** Defines if float textures are supported */
  30418. textureFloat: boolean;
  30419. /** Defines if vertex array objects are supported */
  30420. vertexArrayObject: boolean;
  30421. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30422. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30423. /** Gets the maximum level of anisotropy supported */
  30424. maxAnisotropy: number;
  30425. /** Defines if instancing is supported */
  30426. instancedArrays: boolean;
  30427. /** Defines if 32 bits indices are supported */
  30428. uintIndices: boolean;
  30429. /** Defines if high precision shaders are supported */
  30430. highPrecisionShaderSupported: boolean;
  30431. /** Defines if depth reading in the fragment shader is supported */
  30432. fragmentDepthSupported: boolean;
  30433. /** Defines if float texture linear filtering is supported*/
  30434. textureFloatLinearFiltering: boolean;
  30435. /** Defines if rendering to float textures is supported */
  30436. textureFloatRender: boolean;
  30437. /** Defines if half float textures are supported*/
  30438. textureHalfFloat: boolean;
  30439. /** Defines if half float texture linear filtering is supported*/
  30440. textureHalfFloatLinearFiltering: boolean;
  30441. /** Defines if rendering to half float textures is supported */
  30442. textureHalfFloatRender: boolean;
  30443. /** Defines if textureLOD shader command is supported */
  30444. textureLOD: boolean;
  30445. /** Defines if draw buffers extension is supported */
  30446. drawBuffersExtension: boolean;
  30447. /** Defines if depth textures are supported */
  30448. depthTextureExtension: boolean;
  30449. /** Defines if float color buffer are supported */
  30450. colorBufferFloat: boolean;
  30451. /** Gets disjoint timer query extension (null if not supported) */
  30452. timerQuery: EXT_disjoint_timer_query;
  30453. /** Defines if timestamp can be used with timer query */
  30454. canUseTimestampForTimerQuery: boolean;
  30455. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30456. multiview: any;
  30457. /** Function used to let the system compiles shaders in background */
  30458. parallelShaderCompile: {
  30459. COMPLETION_STATUS_KHR: number;
  30460. };
  30461. }
  30462. /** Interface defining initialization parameters for Engine class */
  30463. export interface EngineOptions extends WebGLContextAttributes {
  30464. /**
  30465. * Defines if the engine should no exceed a specified device ratio
  30466. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30467. */
  30468. limitDeviceRatio?: number;
  30469. /**
  30470. * Defines if webvr should be enabled automatically
  30471. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30472. */
  30473. autoEnableWebVR?: boolean;
  30474. /**
  30475. * Defines if webgl2 should be turned off even if supported
  30476. * @see http://doc.babylonjs.com/features/webgl2
  30477. */
  30478. disableWebGL2Support?: boolean;
  30479. /**
  30480. * Defines if webaudio should be initialized as well
  30481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30482. */
  30483. audioEngine?: boolean;
  30484. /**
  30485. * Defines if animations should run using a deterministic lock step
  30486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30487. */
  30488. deterministicLockstep?: boolean;
  30489. /** Defines the maximum steps to use with deterministic lock step mode */
  30490. lockstepMaxSteps?: number;
  30491. /**
  30492. * Defines that engine should ignore context lost events
  30493. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30494. */
  30495. doNotHandleContextLost?: boolean;
  30496. /**
  30497. * Defines that engine should ignore modifying touch action attribute and style
  30498. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30499. */
  30500. doNotHandleTouchAction?: boolean;
  30501. /**
  30502. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30503. */
  30504. useHighPrecisionFloats?: boolean;
  30505. }
  30506. /**
  30507. * Defines the interface used by display changed events
  30508. */
  30509. export interface IDisplayChangedEventArgs {
  30510. /** Gets the vrDisplay object (if any) */
  30511. vrDisplay: Nullable<any>;
  30512. /** Gets a boolean indicating if webVR is supported */
  30513. vrSupported: boolean;
  30514. }
  30515. /**
  30516. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30517. */
  30518. export class Engine {
  30519. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30520. static ExceptionList: ({
  30521. key: string;
  30522. capture: string;
  30523. captureConstraint: number;
  30524. targets: string[];
  30525. } | {
  30526. key: string;
  30527. capture: null;
  30528. captureConstraint: null;
  30529. targets: string[];
  30530. })[];
  30531. /** Gets the list of created engines */
  30532. static readonly Instances: Engine[];
  30533. /**
  30534. * Gets the latest created engine
  30535. */
  30536. static readonly LastCreatedEngine: Nullable<Engine>;
  30537. /**
  30538. * Gets the latest created scene
  30539. */
  30540. static readonly LastCreatedScene: Nullable<Scene>;
  30541. /**
  30542. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30543. * @param flag defines which part of the materials must be marked as dirty
  30544. * @param predicate defines a predicate used to filter which materials should be affected
  30545. */
  30546. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30547. /** @hidden */
  30548. static _TextureLoaders: IInternalTextureLoader[];
  30549. /** Defines that alpha blending is disabled */
  30550. static readonly ALPHA_DISABLE: number;
  30551. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30552. static readonly ALPHA_ADD: number;
  30553. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30554. static readonly ALPHA_COMBINE: number;
  30555. /** Defines that alpha blending to DEST - SRC * DEST */
  30556. static readonly ALPHA_SUBTRACT: number;
  30557. /** Defines that alpha blending to SRC * DEST */
  30558. static readonly ALPHA_MULTIPLY: number;
  30559. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30560. static readonly ALPHA_MAXIMIZED: number;
  30561. /** Defines that alpha blending to SRC + DEST */
  30562. static readonly ALPHA_ONEONE: number;
  30563. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30564. static readonly ALPHA_PREMULTIPLIED: number;
  30565. /**
  30566. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30567. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30568. */
  30569. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30570. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30571. static readonly ALPHA_INTERPOLATE: number;
  30572. /**
  30573. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30574. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30575. */
  30576. static readonly ALPHA_SCREENMODE: number;
  30577. /** Defines that the ressource is not delayed*/
  30578. static readonly DELAYLOADSTATE_NONE: number;
  30579. /** Defines that the ressource was successfully delay loaded */
  30580. static readonly DELAYLOADSTATE_LOADED: number;
  30581. /** Defines that the ressource is currently delay loading */
  30582. static readonly DELAYLOADSTATE_LOADING: number;
  30583. /** Defines that the ressource is delayed and has not started loading */
  30584. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30586. static readonly NEVER: number;
  30587. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30588. static readonly ALWAYS: number;
  30589. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30590. static readonly LESS: number;
  30591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30592. static readonly EQUAL: number;
  30593. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30594. static readonly LEQUAL: number;
  30595. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30596. static readonly GREATER: number;
  30597. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30598. static readonly GEQUAL: number;
  30599. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30600. static readonly NOTEQUAL: number;
  30601. /** Passed to stencilOperation to specify that stencil value must be kept */
  30602. static readonly KEEP: number;
  30603. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30604. static readonly REPLACE: number;
  30605. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30606. static readonly INCR: number;
  30607. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30608. static readonly DECR: number;
  30609. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30610. static readonly INVERT: number;
  30611. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30612. static readonly INCR_WRAP: number;
  30613. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30614. static readonly DECR_WRAP: number;
  30615. /** Texture is not repeating outside of 0..1 UVs */
  30616. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30617. /** Texture is repeating outside of 0..1 UVs */
  30618. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30619. /** Texture is repeating and mirrored */
  30620. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30621. /** ALPHA */
  30622. static readonly TEXTUREFORMAT_ALPHA: number;
  30623. /** LUMINANCE */
  30624. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30625. /** LUMINANCE_ALPHA */
  30626. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30627. /** RGB */
  30628. static readonly TEXTUREFORMAT_RGB: number;
  30629. /** RGBA */
  30630. static readonly TEXTUREFORMAT_RGBA: number;
  30631. /** RED */
  30632. static readonly TEXTUREFORMAT_RED: number;
  30633. /** RED (2nd reference) */
  30634. static readonly TEXTUREFORMAT_R: number;
  30635. /** RG */
  30636. static readonly TEXTUREFORMAT_RG: number;
  30637. /** RED_INTEGER */
  30638. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30639. /** RED_INTEGER (2nd reference) */
  30640. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30641. /** RG_INTEGER */
  30642. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30643. /** RGB_INTEGER */
  30644. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30645. /** RGBA_INTEGER */
  30646. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30647. /** UNSIGNED_BYTE */
  30648. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30649. /** UNSIGNED_BYTE (2nd reference) */
  30650. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30651. /** FLOAT */
  30652. static readonly TEXTURETYPE_FLOAT: number;
  30653. /** HALF_FLOAT */
  30654. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30655. /** BYTE */
  30656. static readonly TEXTURETYPE_BYTE: number;
  30657. /** SHORT */
  30658. static readonly TEXTURETYPE_SHORT: number;
  30659. /** UNSIGNED_SHORT */
  30660. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30661. /** INT */
  30662. static readonly TEXTURETYPE_INT: number;
  30663. /** UNSIGNED_INT */
  30664. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30665. /** UNSIGNED_SHORT_4_4_4_4 */
  30666. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30667. /** UNSIGNED_SHORT_5_5_5_1 */
  30668. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30669. /** UNSIGNED_SHORT_5_6_5 */
  30670. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30671. /** UNSIGNED_INT_2_10_10_10_REV */
  30672. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30673. /** UNSIGNED_INT_24_8 */
  30674. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30675. /** UNSIGNED_INT_10F_11F_11F_REV */
  30676. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30677. /** UNSIGNED_INT_5_9_9_9_REV */
  30678. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30679. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30680. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30681. /** nearest is mag = nearest and min = nearest and mip = linear */
  30682. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30683. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30684. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30685. /** Trilinear is mag = linear and min = linear and mip = linear */
  30686. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30687. /** nearest is mag = nearest and min = nearest and mip = linear */
  30688. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30689. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30690. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30691. /** Trilinear is mag = linear and min = linear and mip = linear */
  30692. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30693. /** mag = nearest and min = nearest and mip = nearest */
  30694. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30695. /** mag = nearest and min = linear and mip = nearest */
  30696. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30697. /** mag = nearest and min = linear and mip = linear */
  30698. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30699. /** mag = nearest and min = linear and mip = none */
  30700. static readonly TEXTURE_NEAREST_LINEAR: number;
  30701. /** mag = nearest and min = nearest and mip = none */
  30702. static readonly TEXTURE_NEAREST_NEAREST: number;
  30703. /** mag = linear and min = nearest and mip = nearest */
  30704. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30705. /** mag = linear and min = nearest and mip = linear */
  30706. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30707. /** mag = linear and min = linear and mip = none */
  30708. static readonly TEXTURE_LINEAR_LINEAR: number;
  30709. /** mag = linear and min = nearest and mip = none */
  30710. static readonly TEXTURE_LINEAR_NEAREST: number;
  30711. /** Explicit coordinates mode */
  30712. static readonly TEXTURE_EXPLICIT_MODE: number;
  30713. /** Spherical coordinates mode */
  30714. static readonly TEXTURE_SPHERICAL_MODE: number;
  30715. /** Planar coordinates mode */
  30716. static readonly TEXTURE_PLANAR_MODE: number;
  30717. /** Cubic coordinates mode */
  30718. static readonly TEXTURE_CUBIC_MODE: number;
  30719. /** Projection coordinates mode */
  30720. static readonly TEXTURE_PROJECTION_MODE: number;
  30721. /** Skybox coordinates mode */
  30722. static readonly TEXTURE_SKYBOX_MODE: number;
  30723. /** Inverse Cubic coordinates mode */
  30724. static readonly TEXTURE_INVCUBIC_MODE: number;
  30725. /** Equirectangular coordinates mode */
  30726. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30727. /** Equirectangular Fixed coordinates mode */
  30728. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30729. /** Equirectangular Fixed Mirrored coordinates mode */
  30730. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30731. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30732. static readonly SCALEMODE_FLOOR: number;
  30733. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30734. static readonly SCALEMODE_NEAREST: number;
  30735. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30736. static readonly SCALEMODE_CEILING: number;
  30737. /**
  30738. * Returns the current npm package of the sdk
  30739. */
  30740. static readonly NpmPackage: string;
  30741. /**
  30742. * Returns the current version of the framework
  30743. */
  30744. static readonly Version: string;
  30745. /**
  30746. * Returns a string describing the current engine
  30747. */
  30748. readonly description: string;
  30749. /**
  30750. * Gets or sets the epsilon value used by collision engine
  30751. */
  30752. static CollisionsEpsilon: number;
  30753. /**
  30754. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30755. */
  30756. static ShadersRepository: string;
  30757. /**
  30758. * Method called to create the default loading screen.
  30759. * This can be overriden in your own app.
  30760. * @param canvas The rendering canvas element
  30761. * @returns The loading screen
  30762. */
  30763. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30764. /**
  30765. * Method called to create the default rescale post process on each engine.
  30766. */
  30767. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30768. /** @hidden */
  30769. _shaderProcessor: IShaderProcessor;
  30770. /**
  30771. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30772. */
  30773. forcePOTTextures: boolean;
  30774. /**
  30775. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30776. */
  30777. isFullscreen: boolean;
  30778. /**
  30779. * Gets a boolean indicating if the pointer is currently locked
  30780. */
  30781. isPointerLock: boolean;
  30782. /**
  30783. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30784. */
  30785. cullBackFaces: boolean;
  30786. /**
  30787. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30788. */
  30789. renderEvenInBackground: boolean;
  30790. /**
  30791. * Gets or sets a boolean indicating that cache can be kept between frames
  30792. */
  30793. preventCacheWipeBetweenFrames: boolean;
  30794. /**
  30795. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30796. **/
  30797. enableOfflineSupport: boolean;
  30798. /**
  30799. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30800. **/
  30801. disableManifestCheck: boolean;
  30802. /**
  30803. * Gets the list of created scenes
  30804. */
  30805. scenes: Scene[];
  30806. /**
  30807. * Event raised when a new scene is created
  30808. */
  30809. onNewSceneAddedObservable: Observable<Scene>;
  30810. /**
  30811. * Gets the list of created postprocesses
  30812. */
  30813. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30814. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30815. validateShaderPrograms: boolean;
  30816. /**
  30817. * Observable event triggered each time the rendering canvas is resized
  30818. */
  30819. onResizeObservable: Observable<Engine>;
  30820. /**
  30821. * Observable event triggered each time the canvas loses focus
  30822. */
  30823. onCanvasBlurObservable: Observable<Engine>;
  30824. /**
  30825. * Observable event triggered each time the canvas gains focus
  30826. */
  30827. onCanvasFocusObservable: Observable<Engine>;
  30828. /**
  30829. * Observable event triggered each time the canvas receives pointerout event
  30830. */
  30831. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30832. /**
  30833. * Observable event triggered before each texture is initialized
  30834. */
  30835. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30836. /**
  30837. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30838. */
  30839. disableUniformBuffers: boolean;
  30840. /** @hidden */
  30841. _uniformBuffers: UniformBuffer[];
  30842. /**
  30843. * Gets a boolean indicating that the engine supports uniform buffers
  30844. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30845. */
  30846. readonly supportsUniformBuffers: boolean;
  30847. /**
  30848. * Observable raised when the engine begins a new frame
  30849. */
  30850. onBeginFrameObservable: Observable<Engine>;
  30851. /**
  30852. * If set, will be used to request the next animation frame for the render loop
  30853. */
  30854. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30855. /**
  30856. * Observable raised when the engine ends the current frame
  30857. */
  30858. onEndFrameObservable: Observable<Engine>;
  30859. /**
  30860. * Observable raised when the engine is about to compile a shader
  30861. */
  30862. onBeforeShaderCompilationObservable: Observable<Engine>;
  30863. /**
  30864. * Observable raised when the engine has jsut compiled a shader
  30865. */
  30866. onAfterShaderCompilationObservable: Observable<Engine>;
  30867. /** @hidden */
  30868. _gl: WebGLRenderingContext;
  30869. private _renderingCanvas;
  30870. private _windowIsBackground;
  30871. private _webGLVersion;
  30872. protected _highPrecisionShadersAllowed: boolean;
  30873. /** @hidden */
  30874. readonly _shouldUseHighPrecisionShader: boolean;
  30875. /**
  30876. * Gets a boolean indicating that only power of 2 textures are supported
  30877. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30878. */
  30879. readonly needPOTTextures: boolean;
  30880. /** @hidden */
  30881. _badOS: boolean;
  30882. /** @hidden */
  30883. _badDesktopOS: boolean;
  30884. /**
  30885. * Gets the audio engine
  30886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30887. * @ignorenaming
  30888. */
  30889. static audioEngine: IAudioEngine;
  30890. /**
  30891. * Default AudioEngine factory responsible of creating the Audio Engine.
  30892. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30893. */
  30894. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30895. /**
  30896. * Default offline support factory responsible of creating a tool used to store data locally.
  30897. * By default, this will create a Database object if the workload has been embedded.
  30898. */
  30899. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30900. private _onFocus;
  30901. private _onBlur;
  30902. private _onCanvasPointerOut;
  30903. private _onCanvasBlur;
  30904. private _onCanvasFocus;
  30905. private _onFullscreenChange;
  30906. private _onPointerLockChange;
  30907. private _hardwareScalingLevel;
  30908. /** @hidden */
  30909. _caps: EngineCapabilities;
  30910. private _pointerLockRequested;
  30911. private _isStencilEnable;
  30912. private _colorWrite;
  30913. private _loadingScreen;
  30914. /** @hidden */
  30915. _drawCalls: PerfCounter;
  30916. private _glVersion;
  30917. private _glRenderer;
  30918. private _glVendor;
  30919. private _videoTextureSupported;
  30920. private _renderingQueueLaunched;
  30921. private _activeRenderLoops;
  30922. private _deterministicLockstep;
  30923. private _lockstepMaxSteps;
  30924. /**
  30925. * Observable signaled when a context lost event is raised
  30926. */
  30927. onContextLostObservable: Observable<Engine>;
  30928. /**
  30929. * Observable signaled when a context restored event is raised
  30930. */
  30931. onContextRestoredObservable: Observable<Engine>;
  30932. private _onContextLost;
  30933. private _onContextRestored;
  30934. private _contextWasLost;
  30935. /** @hidden */
  30936. _doNotHandleContextLost: boolean;
  30937. /**
  30938. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30939. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30940. */
  30941. doNotHandleContextLost: boolean;
  30942. private _performanceMonitor;
  30943. private _fps;
  30944. private _deltaTime;
  30945. /**
  30946. * Turn this value on if you want to pause FPS computation when in background
  30947. */
  30948. disablePerformanceMonitorInBackground: boolean;
  30949. /**
  30950. * Gets the performance monitor attached to this engine
  30951. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30952. */
  30953. readonly performanceMonitor: PerformanceMonitor;
  30954. /**
  30955. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30956. */
  30957. disableVertexArrayObjects: boolean;
  30958. /** @hidden */
  30959. protected _depthCullingState: _DepthCullingState;
  30960. /** @hidden */
  30961. protected _stencilState: _StencilState;
  30962. /** @hidden */
  30963. protected _alphaState: _AlphaState;
  30964. /** @hidden */
  30965. protected _alphaMode: number;
  30966. /** @hidden */
  30967. _internalTexturesCache: InternalTexture[];
  30968. /** @hidden */
  30969. protected _activeChannel: number;
  30970. private _currentTextureChannel;
  30971. /** @hidden */
  30972. protected _boundTexturesCache: {
  30973. [key: string]: Nullable<InternalTexture>;
  30974. };
  30975. /** @hidden */
  30976. protected _currentEffect: Nullable<Effect>;
  30977. /** @hidden */
  30978. protected _currentProgram: Nullable<WebGLProgram>;
  30979. private _compiledEffects;
  30980. private _vertexAttribArraysEnabled;
  30981. /** @hidden */
  30982. protected _cachedViewport: Nullable<IViewportLike>;
  30983. private _cachedVertexArrayObject;
  30984. /** @hidden */
  30985. protected _cachedVertexBuffers: any;
  30986. /** @hidden */
  30987. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30988. /** @hidden */
  30989. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30990. /** @hidden */
  30991. _currentRenderTarget: Nullable<InternalTexture>;
  30992. private _uintIndicesCurrentlySet;
  30993. private _currentBoundBuffer;
  30994. /** @hidden */
  30995. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30996. private _currentBufferPointers;
  30997. private _currentInstanceLocations;
  30998. private _currentInstanceBuffers;
  30999. private _textureUnits;
  31000. /** @hidden */
  31001. _workingCanvas: Nullable<HTMLCanvasElement>;
  31002. /** @hidden */
  31003. _workingContext: Nullable<CanvasRenderingContext2D>;
  31004. private _rescalePostProcess;
  31005. private _dummyFramebuffer;
  31006. private _externalData;
  31007. /** @hidden */
  31008. _bindedRenderFunction: any;
  31009. private _vaoRecordInProgress;
  31010. private _mustWipeVertexAttributes;
  31011. private _emptyTexture;
  31012. private _emptyCubeTexture;
  31013. private _emptyTexture3D;
  31014. /** @hidden */
  31015. _frameHandler: number;
  31016. private _nextFreeTextureSlots;
  31017. private _maxSimultaneousTextures;
  31018. private _activeRequests;
  31019. private _texturesSupported;
  31020. /** @hidden */
  31021. _textureFormatInUse: Nullable<string>;
  31022. /**
  31023. * Gets the list of texture formats supported
  31024. */
  31025. readonly texturesSupported: Array<string>;
  31026. /**
  31027. * Gets the list of texture formats in use
  31028. */
  31029. readonly textureFormatInUse: Nullable<string>;
  31030. /**
  31031. * Gets the current viewport
  31032. */
  31033. readonly currentViewport: Nullable<IViewportLike>;
  31034. /**
  31035. * Gets the default empty texture
  31036. */
  31037. readonly emptyTexture: InternalTexture;
  31038. /**
  31039. * Gets the default empty 3D texture
  31040. */
  31041. readonly emptyTexture3D: InternalTexture;
  31042. /**
  31043. * Gets the default empty cube texture
  31044. */
  31045. readonly emptyCubeTexture: InternalTexture;
  31046. /**
  31047. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31048. */
  31049. readonly premultipliedAlpha: boolean;
  31050. /**
  31051. * Creates a new engine
  31052. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31053. * @param antialias defines enable antialiasing (default: false)
  31054. * @param options defines further options to be sent to the getContext() function
  31055. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31056. */
  31057. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31058. /**
  31059. * Initializes a webVR display and starts listening to display change events
  31060. * The onVRDisplayChangedObservable will be notified upon these changes
  31061. * @returns The onVRDisplayChangedObservable
  31062. */
  31063. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31064. /** @hidden */
  31065. _prepareVRComponent(): void;
  31066. /** @hidden */
  31067. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31068. /** @hidden */
  31069. _submitVRFrame(): void;
  31070. /**
  31071. * Call this function to leave webVR mode
  31072. * Will do nothing if webVR is not supported or if there is no webVR device
  31073. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31074. */
  31075. disableVR(): void;
  31076. /**
  31077. * Gets a boolean indicating that the system is in VR mode and is presenting
  31078. * @returns true if VR mode is engaged
  31079. */
  31080. isVRPresenting(): boolean;
  31081. /** @hidden */
  31082. _requestVRFrame(): void;
  31083. private _disableTouchAction;
  31084. private _rebuildInternalTextures;
  31085. private _rebuildEffects;
  31086. /**
  31087. * Gets a boolean indicating if all created effects are ready
  31088. * @returns true if all effects are ready
  31089. */
  31090. areAllEffectsReady(): boolean;
  31091. private _rebuildBuffers;
  31092. private _initGLContext;
  31093. /**
  31094. * Gets version of the current webGL context
  31095. */
  31096. readonly webGLVersion: number;
  31097. /**
  31098. * Gets a string idenfifying the name of the class
  31099. * @returns "Engine" string
  31100. */
  31101. getClassName(): string;
  31102. /**
  31103. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31104. */
  31105. readonly isStencilEnable: boolean;
  31106. /** @hidden */
  31107. _prepareWorkingCanvas(): void;
  31108. /**
  31109. * Reset the texture cache to empty state
  31110. */
  31111. resetTextureCache(): void;
  31112. /**
  31113. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31114. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31115. * @returns true if engine is in deterministic lock step mode
  31116. */
  31117. isDeterministicLockStep(): boolean;
  31118. /**
  31119. * Gets the max steps when engine is running in deterministic lock step
  31120. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31121. * @returns the max steps
  31122. */
  31123. getLockstepMaxSteps(): number;
  31124. /**
  31125. * Gets an object containing information about the current webGL context
  31126. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31127. */
  31128. getGlInfo(): {
  31129. vendor: string;
  31130. renderer: string;
  31131. version: string;
  31132. };
  31133. /**
  31134. * Gets current aspect ratio
  31135. * @param viewportOwner defines the camera to use to get the aspect ratio
  31136. * @param useScreen defines if screen size must be used (or the current render target if any)
  31137. * @returns a number defining the aspect ratio
  31138. */
  31139. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31140. /**
  31141. * Gets current screen aspect ratio
  31142. * @returns a number defining the aspect ratio
  31143. */
  31144. getScreenAspectRatio(): number;
  31145. /**
  31146. * Gets the current render width
  31147. * @param useScreen defines if screen size must be used (or the current render target if any)
  31148. * @returns a number defining the current render width
  31149. */
  31150. getRenderWidth(useScreen?: boolean): number;
  31151. /**
  31152. * Gets the current render height
  31153. * @param useScreen defines if screen size must be used (or the current render target if any)
  31154. * @returns a number defining the current render height
  31155. */
  31156. getRenderHeight(useScreen?: boolean): number;
  31157. /**
  31158. * Gets the HTML canvas attached with the current webGL context
  31159. * @returns a HTML canvas
  31160. */
  31161. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31162. /**
  31163. * Gets the client rect of the HTML canvas attached with the current webGL context
  31164. * @returns a client rectanglee
  31165. */
  31166. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31167. /**
  31168. * Defines the hardware scaling level.
  31169. * By default the hardware scaling level is computed from the window device ratio.
  31170. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31171. * @param level defines the level to use
  31172. */
  31173. setHardwareScalingLevel(level: number): void;
  31174. /**
  31175. * Gets the current hardware scaling level.
  31176. * By default the hardware scaling level is computed from the window device ratio.
  31177. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31178. * @returns a number indicating the current hardware scaling level
  31179. */
  31180. getHardwareScalingLevel(): number;
  31181. /**
  31182. * Gets the list of loaded textures
  31183. * @returns an array containing all loaded textures
  31184. */
  31185. getLoadedTexturesCache(): InternalTexture[];
  31186. /**
  31187. * Gets the object containing all engine capabilities
  31188. * @returns the EngineCapabilities object
  31189. */
  31190. getCaps(): EngineCapabilities;
  31191. /**
  31192. * Gets the current depth function
  31193. * @returns a number defining the depth function
  31194. */
  31195. getDepthFunction(): Nullable<number>;
  31196. /**
  31197. * Sets the current depth function
  31198. * @param depthFunc defines the function to use
  31199. */
  31200. setDepthFunction(depthFunc: number): void;
  31201. /**
  31202. * Sets the current depth function to GREATER
  31203. */
  31204. setDepthFunctionToGreater(): void;
  31205. /**
  31206. * Sets the current depth function to GEQUAL
  31207. */
  31208. setDepthFunctionToGreaterOrEqual(): void;
  31209. /**
  31210. * Sets the current depth function to LESS
  31211. */
  31212. setDepthFunctionToLess(): void;
  31213. private _cachedStencilBuffer;
  31214. private _cachedStencilFunction;
  31215. private _cachedStencilMask;
  31216. private _cachedStencilOperationPass;
  31217. private _cachedStencilOperationFail;
  31218. private _cachedStencilOperationDepthFail;
  31219. private _cachedStencilReference;
  31220. /**
  31221. * Caches the the state of the stencil buffer
  31222. */
  31223. cacheStencilState(): void;
  31224. /**
  31225. * Restores the state of the stencil buffer
  31226. */
  31227. restoreStencilState(): void;
  31228. /**
  31229. * Sets the current depth function to LEQUAL
  31230. */
  31231. setDepthFunctionToLessOrEqual(): void;
  31232. /**
  31233. * Gets a boolean indicating if stencil buffer is enabled
  31234. * @returns the current stencil buffer state
  31235. */
  31236. getStencilBuffer(): boolean;
  31237. /**
  31238. * Enable or disable the stencil buffer
  31239. * @param enable defines if the stencil buffer must be enabled or disabled
  31240. */
  31241. setStencilBuffer(enable: boolean): void;
  31242. /**
  31243. * Gets the current stencil mask
  31244. * @returns a number defining the new stencil mask to use
  31245. */
  31246. getStencilMask(): number;
  31247. /**
  31248. * Sets the current stencil mask
  31249. * @param mask defines the new stencil mask to use
  31250. */
  31251. setStencilMask(mask: number): void;
  31252. /**
  31253. * Gets the current stencil function
  31254. * @returns a number defining the stencil function to use
  31255. */
  31256. getStencilFunction(): number;
  31257. /**
  31258. * Gets the current stencil reference value
  31259. * @returns a number defining the stencil reference value to use
  31260. */
  31261. getStencilFunctionReference(): number;
  31262. /**
  31263. * Gets the current stencil mask
  31264. * @returns a number defining the stencil mask to use
  31265. */
  31266. getStencilFunctionMask(): number;
  31267. /**
  31268. * Sets the current stencil function
  31269. * @param stencilFunc defines the new stencil function to use
  31270. */
  31271. setStencilFunction(stencilFunc: number): void;
  31272. /**
  31273. * Sets the current stencil reference
  31274. * @param reference defines the new stencil reference to use
  31275. */
  31276. setStencilFunctionReference(reference: number): void;
  31277. /**
  31278. * Sets the current stencil mask
  31279. * @param mask defines the new stencil mask to use
  31280. */
  31281. setStencilFunctionMask(mask: number): void;
  31282. /**
  31283. * Gets the current stencil operation when stencil fails
  31284. * @returns a number defining stencil operation to use when stencil fails
  31285. */
  31286. getStencilOperationFail(): number;
  31287. /**
  31288. * Gets the current stencil operation when depth fails
  31289. * @returns a number defining stencil operation to use when depth fails
  31290. */
  31291. getStencilOperationDepthFail(): number;
  31292. /**
  31293. * Gets the current stencil operation when stencil passes
  31294. * @returns a number defining stencil operation to use when stencil passes
  31295. */
  31296. getStencilOperationPass(): number;
  31297. /**
  31298. * Sets the stencil operation to use when stencil fails
  31299. * @param operation defines the stencil operation to use when stencil fails
  31300. */
  31301. setStencilOperationFail(operation: number): void;
  31302. /**
  31303. * Sets the stencil operation to use when depth fails
  31304. * @param operation defines the stencil operation to use when depth fails
  31305. */
  31306. setStencilOperationDepthFail(operation: number): void;
  31307. /**
  31308. * Sets the stencil operation to use when stencil passes
  31309. * @param operation defines the stencil operation to use when stencil passes
  31310. */
  31311. setStencilOperationPass(operation: number): void;
  31312. /**
  31313. * Sets a boolean indicating if the dithering state is enabled or disabled
  31314. * @param value defines the dithering state
  31315. */
  31316. setDitheringState(value: boolean): void;
  31317. /**
  31318. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31319. * @param value defines the rasterizer state
  31320. */
  31321. setRasterizerState(value: boolean): void;
  31322. /**
  31323. * stop executing a render loop function and remove it from the execution array
  31324. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31325. */
  31326. stopRenderLoop(renderFunction?: () => void): void;
  31327. /** @hidden */
  31328. _renderLoop(): void;
  31329. /**
  31330. * Register and execute a render loop. The engine can have more than one render function
  31331. * @param renderFunction defines the function to continuously execute
  31332. */
  31333. runRenderLoop(renderFunction: () => void): void;
  31334. /**
  31335. * Toggle full screen mode
  31336. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31337. */
  31338. switchFullscreen(requestPointerLock: boolean): void;
  31339. /**
  31340. * Enters full screen mode
  31341. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31342. */
  31343. enterFullscreen(requestPointerLock: boolean): void;
  31344. /**
  31345. * Exits full screen mode
  31346. */
  31347. exitFullscreen(): void;
  31348. /**
  31349. * Enters Pointerlock mode
  31350. */
  31351. enterPointerlock(): void;
  31352. /**
  31353. * Exits Pointerlock mode
  31354. */
  31355. exitPointerlock(): void;
  31356. /**
  31357. * Clear the current render buffer or the current render target (if any is set up)
  31358. * @param color defines the color to use
  31359. * @param backBuffer defines if the back buffer must be cleared
  31360. * @param depth defines if the depth buffer must be cleared
  31361. * @param stencil defines if the stencil buffer must be cleared
  31362. */
  31363. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31364. /**
  31365. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31366. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31367. * @param y defines the y-coordinate of the corner of the clear rectangle
  31368. * @param width defines the width of the clear rectangle
  31369. * @param height defines the height of the clear rectangle
  31370. * @param clearColor defines the clear color
  31371. */
  31372. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31373. /**
  31374. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31375. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31376. * @param y defines the y-coordinate of the corner of the clear rectangle
  31377. * @param width defines the width of the clear rectangle
  31378. * @param height defines the height of the clear rectangle
  31379. */
  31380. enableScissor(x: number, y: number, width: number, height: number): void;
  31381. /**
  31382. * Disable previously set scissor test rectangle
  31383. */
  31384. disableScissor(): void;
  31385. private _viewportCached;
  31386. /** @hidden */
  31387. _viewport(x: number, y: number, width: number, height: number): void;
  31388. /**
  31389. * Set the WebGL's viewport
  31390. * @param viewport defines the viewport element to be used
  31391. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31392. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31393. */
  31394. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31395. /**
  31396. * Directly set the WebGL Viewport
  31397. * @param x defines the x coordinate of the viewport (in screen space)
  31398. * @param y defines the y coordinate of the viewport (in screen space)
  31399. * @param width defines the width of the viewport (in screen space)
  31400. * @param height defines the height of the viewport (in screen space)
  31401. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31402. */
  31403. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31404. /**
  31405. * Begin a new frame
  31406. */
  31407. beginFrame(): void;
  31408. /**
  31409. * Enf the current frame
  31410. */
  31411. endFrame(): void;
  31412. /**
  31413. * Resize the view according to the canvas' size
  31414. */
  31415. resize(): void;
  31416. /**
  31417. * Force a specific size of the canvas
  31418. * @param width defines the new canvas' width
  31419. * @param height defines the new canvas' height
  31420. */
  31421. setSize(width: number, height: number): void;
  31422. /**
  31423. * Binds the frame buffer to the specified texture.
  31424. * @param texture The texture to render to or null for the default canvas
  31425. * @param faceIndex The face of the texture to render to in case of cube texture
  31426. * @param requiredWidth The width of the target to render to
  31427. * @param requiredHeight The height of the target to render to
  31428. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31429. * @param depthStencilTexture The depth stencil texture to use to render
  31430. * @param lodLevel defines le lod level to bind to the frame buffer
  31431. */
  31432. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31433. /** @hidden */
  31434. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31435. /**
  31436. * Unbind the current render target texture from the webGL context
  31437. * @param texture defines the render target texture to unbind
  31438. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31439. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31440. */
  31441. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31442. /**
  31443. * Force the mipmap generation for the given render target texture
  31444. * @param texture defines the render target texture to use
  31445. */
  31446. generateMipMapsForCubemap(texture: InternalTexture): void;
  31447. /**
  31448. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31449. */
  31450. flushFramebuffer(): void;
  31451. /**
  31452. * Unbind the current render target and bind the default framebuffer
  31453. */
  31454. restoreDefaultFramebuffer(): void;
  31455. /**
  31456. * Create an uniform buffer
  31457. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31458. * @param elements defines the content of the uniform buffer
  31459. * @returns the webGL uniform buffer
  31460. */
  31461. createUniformBuffer(elements: FloatArray): DataBuffer;
  31462. /**
  31463. * Create a dynamic uniform buffer
  31464. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31465. * @param elements defines the content of the uniform buffer
  31466. * @returns the webGL uniform buffer
  31467. */
  31468. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31469. /**
  31470. * Update an existing uniform buffer
  31471. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31472. * @param uniformBuffer defines the target uniform buffer
  31473. * @param elements defines the content to update
  31474. * @param offset defines the offset in the uniform buffer where update should start
  31475. * @param count defines the size of the data to update
  31476. */
  31477. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31478. private _resetVertexBufferBinding;
  31479. /**
  31480. * Creates a vertex buffer
  31481. * @param data the data for the vertex buffer
  31482. * @returns the new WebGL static buffer
  31483. */
  31484. createVertexBuffer(data: DataArray): DataBuffer;
  31485. /**
  31486. * Creates a dynamic vertex buffer
  31487. * @param data the data for the dynamic vertex buffer
  31488. * @returns the new WebGL dynamic buffer
  31489. */
  31490. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31491. /**
  31492. * Update a dynamic index buffer
  31493. * @param indexBuffer defines the target index buffer
  31494. * @param indices defines the data to update
  31495. * @param offset defines the offset in the target index buffer where update should start
  31496. */
  31497. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31498. /**
  31499. * Updates a dynamic vertex buffer.
  31500. * @param vertexBuffer the vertex buffer to update
  31501. * @param data the data used to update the vertex buffer
  31502. * @param byteOffset the byte offset of the data
  31503. * @param byteLength the byte length of the data
  31504. */
  31505. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31506. private _resetIndexBufferBinding;
  31507. /**
  31508. * Creates a new index buffer
  31509. * @param indices defines the content of the index buffer
  31510. * @param updatable defines if the index buffer must be updatable
  31511. * @returns a new webGL buffer
  31512. */
  31513. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31514. /**
  31515. * Bind a webGL buffer to the webGL context
  31516. * @param buffer defines the buffer to bind
  31517. */
  31518. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31519. /**
  31520. * Bind an uniform buffer to the current webGL context
  31521. * @param buffer defines the buffer to bind
  31522. */
  31523. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31524. /**
  31525. * Bind a buffer to the current webGL context at a given location
  31526. * @param buffer defines the buffer to bind
  31527. * @param location defines the index where to bind the buffer
  31528. */
  31529. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31530. /**
  31531. * Bind a specific block at a given index in a specific shader program
  31532. * @param pipelineContext defines the pipeline context to use
  31533. * @param blockName defines the block name
  31534. * @param index defines the index where to bind the block
  31535. */
  31536. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31537. private bindIndexBuffer;
  31538. private bindBuffer;
  31539. /**
  31540. * update the bound buffer with the given data
  31541. * @param data defines the data to update
  31542. */
  31543. updateArrayBuffer(data: Float32Array): void;
  31544. private _vertexAttribPointer;
  31545. private _bindIndexBufferWithCache;
  31546. private _bindVertexBuffersAttributes;
  31547. /**
  31548. * Records a vertex array object
  31549. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31550. * @param vertexBuffers defines the list of vertex buffers to store
  31551. * @param indexBuffer defines the index buffer to store
  31552. * @param effect defines the effect to store
  31553. * @returns the new vertex array object
  31554. */
  31555. recordVertexArrayObject(vertexBuffers: {
  31556. [key: string]: VertexBuffer;
  31557. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31558. /**
  31559. * Bind a specific vertex array object
  31560. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31561. * @param vertexArrayObject defines the vertex array object to bind
  31562. * @param indexBuffer defines the index buffer to bind
  31563. */
  31564. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31565. /**
  31566. * Bind webGl buffers directly to the webGL context
  31567. * @param vertexBuffer defines the vertex buffer to bind
  31568. * @param indexBuffer defines the index buffer to bind
  31569. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31570. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31571. * @param effect defines the effect associated with the vertex buffer
  31572. */
  31573. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31574. private _unbindVertexArrayObject;
  31575. /**
  31576. * Bind a list of vertex buffers to the webGL context
  31577. * @param vertexBuffers defines the list of vertex buffers to bind
  31578. * @param indexBuffer defines the index buffer to bind
  31579. * @param effect defines the effect associated with the vertex buffers
  31580. */
  31581. bindBuffers(vertexBuffers: {
  31582. [key: string]: Nullable<VertexBuffer>;
  31583. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31584. /**
  31585. * Unbind all instance attributes
  31586. */
  31587. unbindInstanceAttributes(): void;
  31588. /**
  31589. * Release and free the memory of a vertex array object
  31590. * @param vao defines the vertex array object to delete
  31591. */
  31592. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31593. /** @hidden */
  31594. _releaseBuffer(buffer: DataBuffer): boolean;
  31595. /**
  31596. * Creates a webGL buffer to use with instanciation
  31597. * @param capacity defines the size of the buffer
  31598. * @returns the webGL buffer
  31599. */
  31600. createInstancesBuffer(capacity: number): DataBuffer;
  31601. /**
  31602. * Delete a webGL buffer used with instanciation
  31603. * @param buffer defines the webGL buffer to delete
  31604. */
  31605. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31606. /**
  31607. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31608. * @param instancesBuffer defines the webGL buffer to update and bind
  31609. * @param data defines the data to store in the buffer
  31610. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31611. */
  31612. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31613. /**
  31614. * Apply all cached states (depth, culling, stencil and alpha)
  31615. */
  31616. applyStates(): void;
  31617. /**
  31618. * Send a draw order
  31619. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31620. * @param indexStart defines the starting index
  31621. * @param indexCount defines the number of index to draw
  31622. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31623. */
  31624. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31625. /**
  31626. * Draw a list of points
  31627. * @param verticesStart defines the index of first vertex to draw
  31628. * @param verticesCount defines the count of vertices to draw
  31629. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31630. */
  31631. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31632. /**
  31633. * Draw a list of unindexed primitives
  31634. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31635. * @param verticesStart defines the index of first vertex to draw
  31636. * @param verticesCount defines the count of vertices to draw
  31637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31638. */
  31639. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31640. /**
  31641. * Draw a list of indexed primitives
  31642. * @param fillMode defines the primitive to use
  31643. * @param indexStart defines the starting index
  31644. * @param indexCount defines the number of index to draw
  31645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31646. */
  31647. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31648. /**
  31649. * Draw a list of unindexed primitives
  31650. * @param fillMode defines the primitive to use
  31651. * @param verticesStart defines the index of first vertex to draw
  31652. * @param verticesCount defines the count of vertices to draw
  31653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31654. */
  31655. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31656. private _drawMode;
  31657. /** @hidden */
  31658. _releaseEffect(effect: Effect): void;
  31659. /** @hidden */
  31660. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31661. /**
  31662. * Create a new effect (used to store vertex/fragment shaders)
  31663. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31664. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31665. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31666. * @param samplers defines an array of string used to represent textures
  31667. * @param defines defines the string containing the defines to use to compile the shaders
  31668. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31669. * @param onCompiled defines a function to call when the effect creation is successful
  31670. * @param onError defines a function to call when the effect creation has failed
  31671. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31672. * @returns the new Effect
  31673. */
  31674. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31675. private _compileShader;
  31676. private _compileRawShader;
  31677. /**
  31678. * Directly creates a webGL program
  31679. * @param pipelineContext defines the pipeline context to attach to
  31680. * @param vertexCode defines the vertex shader code to use
  31681. * @param fragmentCode defines the fragment shader code to use
  31682. * @param context defines the webGL context to use (if not set, the current one will be used)
  31683. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31684. * @returns the new webGL program
  31685. */
  31686. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31687. /**
  31688. * Creates a webGL program
  31689. * @param pipelineContext defines the pipeline context to attach to
  31690. * @param vertexCode defines the vertex shader code to use
  31691. * @param fragmentCode defines the fragment shader code to use
  31692. * @param defines defines the string containing the defines to use to compile the shaders
  31693. * @param context defines the webGL context to use (if not set, the current one will be used)
  31694. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31695. * @returns the new webGL program
  31696. */
  31697. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31698. /**
  31699. * Creates a new pipeline context
  31700. * @returns the new pipeline
  31701. */
  31702. createPipelineContext(): WebGLPipelineContext;
  31703. private _createShaderProgram;
  31704. private _finalizePipelineContext;
  31705. /** @hidden */
  31706. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31707. /** @hidden */
  31708. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31709. /** @hidden */
  31710. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31711. /**
  31712. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31713. * @param pipelineContext defines the pipeline context to use
  31714. * @param uniformsNames defines the list of uniform names
  31715. * @returns an array of webGL uniform locations
  31716. */
  31717. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31718. /**
  31719. * Gets the lsit of active attributes for a given webGL program
  31720. * @param pipelineContext defines the pipeline context to use
  31721. * @param attributesNames defines the list of attribute names to get
  31722. * @returns an array of indices indicating the offset of each attribute
  31723. */
  31724. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31725. /**
  31726. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31727. * @param effect defines the effect to activate
  31728. */
  31729. enableEffect(effect: Nullable<Effect>): void;
  31730. /**
  31731. * Set the value of an uniform to an array of int32
  31732. * @param uniform defines the webGL uniform location where to store the value
  31733. * @param array defines the array of int32 to store
  31734. */
  31735. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31736. /**
  31737. * Set the value of an uniform to an array of int32 (stored as vec2)
  31738. * @param uniform defines the webGL uniform location where to store the value
  31739. * @param array defines the array of int32 to store
  31740. */
  31741. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31742. /**
  31743. * Set the value of an uniform to an array of int32 (stored as vec3)
  31744. * @param uniform defines the webGL uniform location where to store the value
  31745. * @param array defines the array of int32 to store
  31746. */
  31747. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31748. /**
  31749. * Set the value of an uniform to an array of int32 (stored as vec4)
  31750. * @param uniform defines the webGL uniform location where to store the value
  31751. * @param array defines the array of int32 to store
  31752. */
  31753. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31754. /**
  31755. * Set the value of an uniform to an array of float32
  31756. * @param uniform defines the webGL uniform location where to store the value
  31757. * @param array defines the array of float32 to store
  31758. */
  31759. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31760. /**
  31761. * Set the value of an uniform to an array of float32 (stored as vec2)
  31762. * @param uniform defines the webGL uniform location where to store the value
  31763. * @param array defines the array of float32 to store
  31764. */
  31765. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31766. /**
  31767. * Set the value of an uniform to an array of float32 (stored as vec3)
  31768. * @param uniform defines the webGL uniform location where to store the value
  31769. * @param array defines the array of float32 to store
  31770. */
  31771. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31772. /**
  31773. * Set the value of an uniform to an array of float32 (stored as vec4)
  31774. * @param uniform defines the webGL uniform location where to store the value
  31775. * @param array defines the array of float32 to store
  31776. */
  31777. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31778. /**
  31779. * Set the value of an uniform to an array of number
  31780. * @param uniform defines the webGL uniform location where to store the value
  31781. * @param array defines the array of number to store
  31782. */
  31783. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31784. /**
  31785. * Set the value of an uniform to an array of number (stored as vec2)
  31786. * @param uniform defines the webGL uniform location where to store the value
  31787. * @param array defines the array of number to store
  31788. */
  31789. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31790. /**
  31791. * Set the value of an uniform to an array of number (stored as vec3)
  31792. * @param uniform defines the webGL uniform location where to store the value
  31793. * @param array defines the array of number to store
  31794. */
  31795. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31796. /**
  31797. * Set the value of an uniform to an array of number (stored as vec4)
  31798. * @param uniform defines the webGL uniform location where to store the value
  31799. * @param array defines the array of number to store
  31800. */
  31801. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31802. /**
  31803. * Set the value of an uniform to an array of float32 (stored as matrices)
  31804. * @param uniform defines the webGL uniform location where to store the value
  31805. * @param matrices defines the array of float32 to store
  31806. */
  31807. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31808. /**
  31809. * Set the value of an uniform to a matrix (3x3)
  31810. * @param uniform defines the webGL uniform location where to store the value
  31811. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31812. */
  31813. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31814. /**
  31815. * Set the value of an uniform to a matrix (2x2)
  31816. * @param uniform defines the webGL uniform location where to store the value
  31817. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31818. */
  31819. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31820. /**
  31821. * Set the value of an uniform to a number (int)
  31822. * @param uniform defines the webGL uniform location where to store the value
  31823. * @param value defines the int number to store
  31824. */
  31825. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31826. /**
  31827. * Set the value of an uniform to a number (float)
  31828. * @param uniform defines the webGL uniform location where to store the value
  31829. * @param value defines the float number to store
  31830. */
  31831. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31832. /**
  31833. * Set the value of an uniform to a vec2
  31834. * @param uniform defines the webGL uniform location where to store the value
  31835. * @param x defines the 1st component of the value
  31836. * @param y defines the 2nd component of the value
  31837. */
  31838. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31839. /**
  31840. * Set the value of an uniform to a vec3
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param x defines the 1st component of the value
  31843. * @param y defines the 2nd component of the value
  31844. * @param z defines the 3rd component of the value
  31845. */
  31846. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31847. /**
  31848. * Set the value of an uniform to a boolean
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param bool defines the boolean to store
  31851. */
  31852. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31853. /**
  31854. * Set the value of an uniform to a vec4
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param x defines the 1st component of the value
  31857. * @param y defines the 2nd component of the value
  31858. * @param z defines the 3rd component of the value
  31859. * @param w defines the 4th component of the value
  31860. */
  31861. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31862. /**
  31863. * Sets a Color4 on a uniform variable
  31864. * @param uniform defines the uniform location
  31865. * @param color4 defines the value to be set
  31866. */
  31867. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31868. /**
  31869. * Set various states to the webGL context
  31870. * @param culling defines backface culling state
  31871. * @param zOffset defines the value to apply to zOffset (0 by default)
  31872. * @param force defines if states must be applied even if cache is up to date
  31873. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31874. */
  31875. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31876. /**
  31877. * Set the z offset to apply to current rendering
  31878. * @param value defines the offset to apply
  31879. */
  31880. setZOffset(value: number): void;
  31881. /**
  31882. * Gets the current value of the zOffset
  31883. * @returns the current zOffset state
  31884. */
  31885. getZOffset(): number;
  31886. /**
  31887. * Enable or disable depth buffering
  31888. * @param enable defines the state to set
  31889. */
  31890. setDepthBuffer(enable: boolean): void;
  31891. /**
  31892. * Gets a boolean indicating if depth writing is enabled
  31893. * @returns the current depth writing state
  31894. */
  31895. getDepthWrite(): boolean;
  31896. /**
  31897. * Enable or disable depth writing
  31898. * @param enable defines the state to set
  31899. */
  31900. setDepthWrite(enable: boolean): void;
  31901. /**
  31902. * Enable or disable color writing
  31903. * @param enable defines the state to set
  31904. */
  31905. setColorWrite(enable: boolean): void;
  31906. /**
  31907. * Gets a boolean indicating if color writing is enabled
  31908. * @returns the current color writing state
  31909. */
  31910. getColorWrite(): boolean;
  31911. /**
  31912. * Sets alpha constants used by some alpha blending modes
  31913. * @param r defines the red component
  31914. * @param g defines the green component
  31915. * @param b defines the blue component
  31916. * @param a defines the alpha component
  31917. */
  31918. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31919. /**
  31920. * Sets the current alpha mode
  31921. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31922. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31923. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31924. */
  31925. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31926. /**
  31927. * Gets the current alpha mode
  31928. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31929. * @returns the current alpha mode
  31930. */
  31931. getAlphaMode(): number;
  31932. /**
  31933. * Clears the list of texture accessible through engine.
  31934. * This can help preventing texture load conflict due to name collision.
  31935. */
  31936. clearInternalTexturesCache(): void;
  31937. /**
  31938. * Force the entire cache to be cleared
  31939. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31940. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31941. */
  31942. wipeCaches(bruteForce?: boolean): void;
  31943. /**
  31944. * Set the compressed texture format to use, based on the formats you have, and the formats
  31945. * supported by the hardware / browser.
  31946. *
  31947. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31948. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31949. * to API arguments needed to compressed textures. This puts the burden on the container
  31950. * generator to house the arcane code for determining these for current & future formats.
  31951. *
  31952. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31953. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31954. *
  31955. * Note: The result of this call is not taken into account when a texture is base64.
  31956. *
  31957. * @param formatsAvailable defines the list of those format families you have created
  31958. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31959. *
  31960. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31961. * @returns The extension selected.
  31962. */
  31963. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31964. /** @hidden */
  31965. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31966. min: number;
  31967. mag: number;
  31968. };
  31969. /** @hidden */
  31970. _createTexture(): WebGLTexture;
  31971. /**
  31972. * Usually called from Texture.ts.
  31973. * Passed information to create a WebGLTexture
  31974. * @param urlArg defines a value which contains one of the following:
  31975. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31976. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31977. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31978. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31979. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  31980. * @param scene needed for loading to the correct scene
  31981. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31982. * @param onLoad optional callback to be called upon successful completion
  31983. * @param onError optional callback to be called upon failure
  31984. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  31985. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31986. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31987. * @param forcedExtension defines the extension to use to pick the right loader
  31988. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31989. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31990. */
  31991. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  31992. /**
  31993. * @hidden
  31994. * Rescales a texture
  31995. * @param source input texutre
  31996. * @param destination destination texture
  31997. * @param scene scene to use to render the resize
  31998. * @param internalFormat format to use when resizing
  31999. * @param onComplete callback to be called when resize has completed
  32000. */
  32001. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32002. private _unpackFlipYCached;
  32003. /**
  32004. * In case you are sharing the context with other applications, it might
  32005. * be interested to not cache the unpack flip y state to ensure a consistent
  32006. * value would be set.
  32007. */
  32008. enableUnpackFlipYCached: boolean;
  32009. /** @hidden */
  32010. _unpackFlipY(value: boolean): void;
  32011. /** @hidden */
  32012. _getUnpackAlignement(): number;
  32013. /**
  32014. * Creates a dynamic texture
  32015. * @param width defines the width of the texture
  32016. * @param height defines the height of the texture
  32017. * @param generateMipMaps defines if the engine should generate the mip levels
  32018. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32019. * @returns the dynamic texture inside an InternalTexture
  32020. */
  32021. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32022. /**
  32023. * Update the sampling mode of a given texture
  32024. * @param samplingMode defines the required sampling mode
  32025. * @param texture defines the texture to update
  32026. */
  32027. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32028. /**
  32029. * Update the content of a dynamic texture
  32030. * @param texture defines the texture to update
  32031. * @param canvas defines the canvas containing the source
  32032. * @param invertY defines if data must be stored with Y axis inverted
  32033. * @param premulAlpha defines if alpha is stored as premultiplied
  32034. * @param format defines the format of the data
  32035. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32036. */
  32037. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32038. /**
  32039. * Update a video texture
  32040. * @param texture defines the texture to update
  32041. * @param video defines the video element to use
  32042. * @param invertY defines if data must be stored with Y axis inverted
  32043. */
  32044. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32045. /**
  32046. * Updates a depth texture Comparison Mode and Function.
  32047. * If the comparison Function is equal to 0, the mode will be set to none.
  32048. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32049. * @param texture The texture to set the comparison function for
  32050. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32051. */
  32052. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32053. /** @hidden */
  32054. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32055. width: number;
  32056. height: number;
  32057. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32058. /**
  32059. * Creates a depth stencil texture.
  32060. * This is only available in WebGL 2 or with the depth texture extension available.
  32061. * @param size The size of face edge in the texture.
  32062. * @param options The options defining the texture.
  32063. * @returns The texture
  32064. */
  32065. createDepthStencilTexture(size: number | {
  32066. width: number;
  32067. height: number;
  32068. }, options: DepthTextureCreationOptions): InternalTexture;
  32069. /**
  32070. * Creates a depth stencil texture.
  32071. * This is only available in WebGL 2 or with the depth texture extension available.
  32072. * @param size The size of face edge in the texture.
  32073. * @param options The options defining the texture.
  32074. * @returns The texture
  32075. */
  32076. private _createDepthStencilTexture;
  32077. /**
  32078. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32079. * @param renderTarget The render target to set the frame buffer for
  32080. */
  32081. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32082. /**
  32083. * Creates a new render target texture
  32084. * @param size defines the size of the texture
  32085. * @param options defines the options used to create the texture
  32086. * @returns a new render target texture stored in an InternalTexture
  32087. */
  32088. createRenderTargetTexture(size: number | {
  32089. width: number;
  32090. height: number;
  32091. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32092. /** @hidden */
  32093. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32094. /**
  32095. * Updates the sample count of a render target texture
  32096. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32097. * @param texture defines the texture to update
  32098. * @param samples defines the sample count to set
  32099. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32100. */
  32101. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32102. /** @hidden */
  32103. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32104. /** @hidden */
  32105. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32106. /** @hidden */
  32107. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32108. /** @hidden */
  32109. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32110. /**
  32111. * @hidden
  32112. */
  32113. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32114. private _prepareWebGLTextureContinuation;
  32115. private _prepareWebGLTexture;
  32116. /** @hidden */
  32117. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32118. /** @hidden */
  32119. _releaseFramebufferObjects(texture: InternalTexture): void;
  32120. /** @hidden */
  32121. _releaseTexture(texture: InternalTexture): void;
  32122. private setProgram;
  32123. private _boundUniforms;
  32124. /**
  32125. * Binds an effect to the webGL context
  32126. * @param effect defines the effect to bind
  32127. */
  32128. bindSamplers(effect: Effect): void;
  32129. private _activateCurrentTexture;
  32130. /** @hidden */
  32131. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32132. /** @hidden */
  32133. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32134. /**
  32135. * Sets a texture to the webGL context from a postprocess
  32136. * @param channel defines the channel to use
  32137. * @param postProcess defines the source postprocess
  32138. */
  32139. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32140. /**
  32141. * Binds the output of the passed in post process to the texture channel specified
  32142. * @param channel The channel the texture should be bound to
  32143. * @param postProcess The post process which's output should be bound
  32144. */
  32145. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32146. /**
  32147. * Unbind all textures from the webGL context
  32148. */
  32149. unbindAllTextures(): void;
  32150. /**
  32151. * Sets a texture to the according uniform.
  32152. * @param channel The texture channel
  32153. * @param uniform The uniform to set
  32154. * @param texture The texture to apply
  32155. */
  32156. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32157. /**
  32158. * Sets a depth stencil texture from a render target to the according uniform.
  32159. * @param channel The texture channel
  32160. * @param uniform The uniform to set
  32161. * @param texture The render target texture containing the depth stencil texture to apply
  32162. */
  32163. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32164. private _bindSamplerUniformToChannel;
  32165. private _getTextureWrapMode;
  32166. private _setTexture;
  32167. /**
  32168. * Sets an array of texture to the webGL context
  32169. * @param channel defines the channel where the texture array must be set
  32170. * @param uniform defines the associated uniform location
  32171. * @param textures defines the array of textures to bind
  32172. */
  32173. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32174. /** @hidden */
  32175. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32176. private _setTextureParameterFloat;
  32177. private _setTextureParameterInteger;
  32178. /**
  32179. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32180. * @param x defines the x coordinate of the rectangle where pixels must be read
  32181. * @param y defines the y coordinate of the rectangle where pixels must be read
  32182. * @param width defines the width of the rectangle where pixels must be read
  32183. * @param height defines the height of the rectangle where pixels must be read
  32184. * @returns a Uint8Array containing RGBA colors
  32185. */
  32186. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32187. /**
  32188. * Add an externaly attached data from its key.
  32189. * This method call will fail and return false, if such key already exists.
  32190. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32191. * @param key the unique key that identifies the data
  32192. * @param data the data object to associate to the key for this Engine instance
  32193. * @return true if no such key were already present and the data was added successfully, false otherwise
  32194. */
  32195. addExternalData<T>(key: string, data: T): boolean;
  32196. /**
  32197. * Get an externaly attached data from its key
  32198. * @param key the unique key that identifies the data
  32199. * @return the associated data, if present (can be null), or undefined if not present
  32200. */
  32201. getExternalData<T>(key: string): T;
  32202. /**
  32203. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32204. * @param key the unique key that identifies the data
  32205. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32206. * @return the associated data, can be null if the factory returned null.
  32207. */
  32208. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32209. /**
  32210. * Remove an externaly attached data from the Engine instance
  32211. * @param key the unique key that identifies the data
  32212. * @return true if the data was successfully removed, false if it doesn't exist
  32213. */
  32214. removeExternalData(key: string): boolean;
  32215. /**
  32216. * Unbind all vertex attributes from the webGL context
  32217. */
  32218. unbindAllAttributes(): void;
  32219. /**
  32220. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32221. */
  32222. releaseEffects(): void;
  32223. /**
  32224. * Dispose and release all associated resources
  32225. */
  32226. dispose(): void;
  32227. /**
  32228. * Display the loading screen
  32229. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32230. */
  32231. displayLoadingUI(): void;
  32232. /**
  32233. * Hide the loading screen
  32234. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32235. */
  32236. hideLoadingUI(): void;
  32237. /**
  32238. * Gets the current loading screen object
  32239. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32240. */
  32241. /**
  32242. * Sets the current loading screen object
  32243. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32244. */
  32245. loadingScreen: ILoadingScreen;
  32246. /**
  32247. * Sets the current loading screen text
  32248. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32249. */
  32250. loadingUIText: string;
  32251. /**
  32252. * Sets the current loading screen background color
  32253. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32254. */
  32255. loadingUIBackgroundColor: string;
  32256. /**
  32257. * Attach a new callback raised when context lost event is fired
  32258. * @param callback defines the callback to call
  32259. */
  32260. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32261. /**
  32262. * Attach a new callback raised when context restored event is fired
  32263. * @param callback defines the callback to call
  32264. */
  32265. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32266. /**
  32267. * Gets the source code of the vertex shader associated with a specific webGL program
  32268. * @param program defines the program to use
  32269. * @returns a string containing the source code of the vertex shader associated with the program
  32270. */
  32271. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32272. /**
  32273. * Gets the source code of the fragment shader associated with a specific webGL program
  32274. * @param program defines the program to use
  32275. * @returns a string containing the source code of the fragment shader associated with the program
  32276. */
  32277. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32278. /**
  32279. * Get the current error code of the webGL context
  32280. * @returns the error code
  32281. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32282. */
  32283. getError(): number;
  32284. /**
  32285. * Gets the current framerate
  32286. * @returns a number representing the framerate
  32287. */
  32288. getFps(): number;
  32289. /**
  32290. * Gets the time spent between current and previous frame
  32291. * @returns a number representing the delta time in ms
  32292. */
  32293. getDeltaTime(): number;
  32294. private _measureFps;
  32295. /** @hidden */
  32296. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32297. private _canRenderToFloatFramebuffer;
  32298. private _canRenderToHalfFloatFramebuffer;
  32299. private _canRenderToFramebuffer;
  32300. /** @hidden */
  32301. _getWebGLTextureType(type: number): number;
  32302. /** @hidden */
  32303. _getInternalFormat(format: number): number;
  32304. /** @hidden */
  32305. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32306. /** @hidden */
  32307. _getRGBAMultiSampleBufferFormat(type: number): number;
  32308. /** @hidden */
  32309. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32310. /** @hidden */
  32311. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32312. /**
  32313. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32314. * @returns true if the engine can be created
  32315. * @ignorenaming
  32316. */
  32317. static isSupported(): boolean;
  32318. /**
  32319. * Find the next highest power of two.
  32320. * @param x Number to start search from.
  32321. * @return Next highest power of two.
  32322. */
  32323. static CeilingPOT(x: number): number;
  32324. /**
  32325. * Find the next lowest power of two.
  32326. * @param x Number to start search from.
  32327. * @return Next lowest power of two.
  32328. */
  32329. static FloorPOT(x: number): number;
  32330. /**
  32331. * Find the nearest power of two.
  32332. * @param x Number to start search from.
  32333. * @return Next nearest power of two.
  32334. */
  32335. static NearestPOT(x: number): number;
  32336. /**
  32337. * Get the closest exponent of two
  32338. * @param value defines the value to approximate
  32339. * @param max defines the maximum value to return
  32340. * @param mode defines how to define the closest value
  32341. * @returns closest exponent of two of the given value
  32342. */
  32343. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32344. /**
  32345. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32346. * @param func - the function to be called
  32347. * @param requester - the object that will request the next frame. Falls back to window.
  32348. * @returns frame number
  32349. */
  32350. static QueueNewFrame(func: () => void, requester?: any): number;
  32351. /**
  32352. * Ask the browser to promote the current element to pointerlock mode
  32353. * @param element defines the DOM element to promote
  32354. */
  32355. static _RequestPointerlock(element: HTMLElement): void;
  32356. /**
  32357. * Asks the browser to exit pointerlock mode
  32358. */
  32359. static _ExitPointerlock(): void;
  32360. /**
  32361. * Ask the browser to promote the current element to fullscreen rendering mode
  32362. * @param element defines the DOM element to promote
  32363. */
  32364. static _RequestFullscreen(element: HTMLElement): void;
  32365. /**
  32366. * Asks the browser to exit fullscreen mode
  32367. */
  32368. static _ExitFullscreen(): void;
  32369. }
  32370. }
  32371. declare module "babylonjs/Engines/engineStore" {
  32372. import { Nullable } from "babylonjs/types";
  32373. import { Engine } from "babylonjs/Engines/engine";
  32374. import { Scene } from "babylonjs/scene";
  32375. /**
  32376. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32377. * during the life time of the application.
  32378. */
  32379. export class EngineStore {
  32380. /** Gets the list of created engines */
  32381. static Instances: import("babylonjs/Engines/engine").Engine[];
  32382. /** @hidden */
  32383. static _LastCreatedScene: Nullable<Scene>;
  32384. /**
  32385. * Gets the latest created engine
  32386. */
  32387. static readonly LastCreatedEngine: Nullable<Engine>;
  32388. /**
  32389. * Gets the latest created scene
  32390. */
  32391. static readonly LastCreatedScene: Nullable<Scene>;
  32392. /**
  32393. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32394. * @ignorenaming
  32395. */
  32396. static UseFallbackTexture: boolean;
  32397. /**
  32398. * Texture content used if a texture cannot loaded
  32399. * @ignorenaming
  32400. */
  32401. static FallbackTexture: string;
  32402. }
  32403. }
  32404. declare module "babylonjs/Misc/promise" {
  32405. /**
  32406. * Helper class that provides a small promise polyfill
  32407. */
  32408. export class PromisePolyfill {
  32409. /**
  32410. * Static function used to check if the polyfill is required
  32411. * If this is the case then the function will inject the polyfill to window.Promise
  32412. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32413. */
  32414. static Apply(force?: boolean): void;
  32415. }
  32416. }
  32417. declare module "babylonjs/Misc/tools" {
  32418. import { Nullable, float } from "babylonjs/types";
  32419. import { DomManagement } from "babylonjs/Misc/domManagement";
  32420. import { WebRequest } from "babylonjs/Misc/webRequest";
  32421. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32422. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32423. import { Camera } from "babylonjs/Cameras/camera";
  32424. import { Engine } from "babylonjs/Engines/engine";
  32425. interface IColor4Like {
  32426. r: float;
  32427. g: float;
  32428. b: float;
  32429. a: float;
  32430. }
  32431. /**
  32432. * Class containing a set of static utilities functions
  32433. */
  32434. export class Tools {
  32435. /**
  32436. * Gets or sets the base URL to use to load assets
  32437. */
  32438. static BaseUrl: string;
  32439. /**
  32440. * Enable/Disable Custom HTTP Request Headers globally.
  32441. * default = false
  32442. * @see CustomRequestHeaders
  32443. */
  32444. static UseCustomRequestHeaders: boolean;
  32445. /**
  32446. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32447. * i.e. when loading files, where the server/service expects an Authorization header
  32448. */
  32449. static CustomRequestHeaders: {
  32450. [key: string]: string;
  32451. };
  32452. /**
  32453. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32454. */
  32455. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32456. /**
  32457. * Default behaviour for cors in the application.
  32458. * It can be a string if the expected behavior is identical in the entire app.
  32459. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32460. */
  32461. static CorsBehavior: string | ((url: string | string[]) => string);
  32462. /**
  32463. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32464. * @ignorenaming
  32465. */
  32466. static UseFallbackTexture: boolean;
  32467. /**
  32468. * Use this object to register external classes like custom textures or material
  32469. * to allow the laoders to instantiate them
  32470. */
  32471. static RegisteredExternalClasses: {
  32472. [key: string]: Object;
  32473. };
  32474. /**
  32475. * Texture content used if a texture cannot loaded
  32476. * @ignorenaming
  32477. */
  32478. static fallbackTexture: string;
  32479. /**
  32480. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32481. * @param u defines the coordinate on X axis
  32482. * @param v defines the coordinate on Y axis
  32483. * @param width defines the width of the source data
  32484. * @param height defines the height of the source data
  32485. * @param pixels defines the source byte array
  32486. * @param color defines the output color
  32487. */
  32488. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32489. /**
  32490. * Interpolates between a and b via alpha
  32491. * @param a The lower value (returned when alpha = 0)
  32492. * @param b The upper value (returned when alpha = 1)
  32493. * @param alpha The interpolation-factor
  32494. * @return The mixed value
  32495. */
  32496. static Mix(a: number, b: number, alpha: number): number;
  32497. /**
  32498. * Tries to instantiate a new object from a given class name
  32499. * @param className defines the class name to instantiate
  32500. * @returns the new object or null if the system was not able to do the instantiation
  32501. */
  32502. static Instantiate(className: string): any;
  32503. /**
  32504. * Provides a slice function that will work even on IE
  32505. * @param data defines the array to slice
  32506. * @param start defines the start of the data (optional)
  32507. * @param end defines the end of the data (optional)
  32508. * @returns the new sliced array
  32509. */
  32510. static Slice<T>(data: T, start?: number, end?: number): T;
  32511. /**
  32512. * Polyfill for setImmediate
  32513. * @param action defines the action to execute after the current execution block
  32514. */
  32515. static SetImmediate(action: () => void): void;
  32516. /**
  32517. * Function indicating if a number is an exponent of 2
  32518. * @param value defines the value to test
  32519. * @returns true if the value is an exponent of 2
  32520. */
  32521. static IsExponentOfTwo(value: number): boolean;
  32522. private static _tmpFloatArray;
  32523. /**
  32524. * Returns the nearest 32-bit single precision float representation of a Number
  32525. * @param value A Number. If the parameter is of a different type, it will get converted
  32526. * to a number or to NaN if it cannot be converted
  32527. * @returns number
  32528. */
  32529. static FloatRound(value: number): number;
  32530. /**
  32531. * Extracts the filename from a path
  32532. * @param path defines the path to use
  32533. * @returns the filename
  32534. */
  32535. static GetFilename(path: string): string;
  32536. /**
  32537. * Extracts the "folder" part of a path (everything before the filename).
  32538. * @param uri The URI to extract the info from
  32539. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32540. * @returns The "folder" part of the path
  32541. */
  32542. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32543. /**
  32544. * Extracts text content from a DOM element hierarchy
  32545. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32546. */
  32547. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32548. /**
  32549. * Convert an angle in radians to degrees
  32550. * @param angle defines the angle to convert
  32551. * @returns the angle in degrees
  32552. */
  32553. static ToDegrees(angle: number): number;
  32554. /**
  32555. * Convert an angle in degrees to radians
  32556. * @param angle defines the angle to convert
  32557. * @returns the angle in radians
  32558. */
  32559. static ToRadians(angle: number): number;
  32560. /**
  32561. * Encode a buffer to a base64 string
  32562. * @param buffer defines the buffer to encode
  32563. * @returns the encoded string
  32564. */
  32565. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32566. /**
  32567. * Returns an array if obj is not an array
  32568. * @param obj defines the object to evaluate as an array
  32569. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32570. * @returns either obj directly if obj is an array or a new array containing obj
  32571. */
  32572. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32573. /**
  32574. * Gets the pointer prefix to use
  32575. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32576. */
  32577. static GetPointerPrefix(): string;
  32578. /**
  32579. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32580. * @param url define the url we are trying
  32581. * @param element define the dom element where to configure the cors policy
  32582. */
  32583. static SetCorsBehavior(url: string | string[], element: {
  32584. crossOrigin: string | null;
  32585. }): void;
  32586. /**
  32587. * Removes unwanted characters from an url
  32588. * @param url defines the url to clean
  32589. * @returns the cleaned url
  32590. */
  32591. static CleanUrl(url: string): string;
  32592. /**
  32593. * Gets or sets a function used to pre-process url before using them to load assets
  32594. */
  32595. static PreprocessUrl: (url: string) => string;
  32596. /**
  32597. * Loads an image as an HTMLImageElement.
  32598. * @param input url string, ArrayBuffer, or Blob to load
  32599. * @param onLoad callback called when the image successfully loads
  32600. * @param onError callback called when the image fails to load
  32601. * @param offlineProvider offline provider for caching
  32602. * @returns the HTMLImageElement of the loaded image
  32603. */
  32604. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32605. /**
  32606. * Loads a file
  32607. * @param url url string, ArrayBuffer, or Blob to load
  32608. * @param onSuccess callback called when the file successfully loads
  32609. * @param onProgress callback called while file is loading (if the server supports this mode)
  32610. * @param offlineProvider defines the offline provider for caching
  32611. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32612. * @param onError callback called when the file fails to load
  32613. * @returns a file request object
  32614. */
  32615. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32616. /**
  32617. * Loads a file from a url
  32618. * @param url the file url to load
  32619. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32620. */
  32621. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32622. /**
  32623. * Load a script (identified by an url). When the url returns, the
  32624. * content of this file is added into a new script element, attached to the DOM (body element)
  32625. * @param scriptUrl defines the url of the script to laod
  32626. * @param onSuccess defines the callback called when the script is loaded
  32627. * @param onError defines the callback to call if an error occurs
  32628. * @param scriptId defines the id of the script element
  32629. */
  32630. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32631. /**
  32632. * Load an asynchronous script (identified by an url). When the url returns, the
  32633. * content of this file is added into a new script element, attached to the DOM (body element)
  32634. * @param scriptUrl defines the url of the script to laod
  32635. * @param scriptId defines the id of the script element
  32636. * @returns a promise request object
  32637. */
  32638. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32639. /**
  32640. * Loads a file from a blob
  32641. * @param fileToLoad defines the blob to use
  32642. * @param callback defines the callback to call when data is loaded
  32643. * @param progressCallback defines the callback to call during loading process
  32644. * @returns a file request object
  32645. */
  32646. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32647. /**
  32648. * Loads a file
  32649. * @param fileToLoad defines the file to load
  32650. * @param callback defines the callback to call when data is loaded
  32651. * @param progressCallBack defines the callback to call during loading process
  32652. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32653. * @returns a file request object
  32654. */
  32655. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32656. /**
  32657. * Creates a data url from a given string content
  32658. * @param content defines the content to convert
  32659. * @returns the new data url link
  32660. */
  32661. static FileAsURL(content: string): string;
  32662. /**
  32663. * Format the given number to a specific decimal format
  32664. * @param value defines the number to format
  32665. * @param decimals defines the number of decimals to use
  32666. * @returns the formatted string
  32667. */
  32668. static Format(value: number, decimals?: number): string;
  32669. /**
  32670. * Tries to copy an object by duplicating every property
  32671. * @param source defines the source object
  32672. * @param destination defines the target object
  32673. * @param doNotCopyList defines a list of properties to avoid
  32674. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32675. */
  32676. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32677. /**
  32678. * Gets a boolean indicating if the given object has no own property
  32679. * @param obj defines the object to test
  32680. * @returns true if object has no own property
  32681. */
  32682. static IsEmpty(obj: any): boolean;
  32683. /**
  32684. * Function used to register events at window level
  32685. * @param events defines the events to register
  32686. */
  32687. static RegisterTopRootEvents(events: {
  32688. name: string;
  32689. handler: Nullable<(e: FocusEvent) => any>;
  32690. }[]): void;
  32691. /**
  32692. * Function used to unregister events from window level
  32693. * @param events defines the events to unregister
  32694. */
  32695. static UnregisterTopRootEvents(events: {
  32696. name: string;
  32697. handler: Nullable<(e: FocusEvent) => any>;
  32698. }[]): void;
  32699. /**
  32700. * @ignore
  32701. */
  32702. static _ScreenshotCanvas: HTMLCanvasElement;
  32703. /**
  32704. * Dumps the current bound framebuffer
  32705. * @param width defines the rendering width
  32706. * @param height defines the rendering height
  32707. * @param engine defines the hosting engine
  32708. * @param successCallback defines the callback triggered once the data are available
  32709. * @param mimeType defines the mime type of the result
  32710. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32711. */
  32712. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32713. /**
  32714. * Converts the canvas data to blob.
  32715. * This acts as a polyfill for browsers not supporting the to blob function.
  32716. * @param canvas Defines the canvas to extract the data from
  32717. * @param successCallback Defines the callback triggered once the data are available
  32718. * @param mimeType Defines the mime type of the result
  32719. */
  32720. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32721. /**
  32722. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32723. * @param successCallback defines the callback triggered once the data are available
  32724. * @param mimeType defines the mime type of the result
  32725. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32726. */
  32727. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32728. /**
  32729. * Downloads a blob in the browser
  32730. * @param blob defines the blob to download
  32731. * @param fileName defines the name of the downloaded file
  32732. */
  32733. static Download(blob: Blob, fileName: string): void;
  32734. /**
  32735. * Captures a screenshot of the current rendering
  32736. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32737. * @param engine defines the rendering engine
  32738. * @param camera defines the source camera
  32739. * @param size This parameter can be set to a single number or to an object with the
  32740. * following (optional) properties: precision, width, height. If a single number is passed,
  32741. * it will be used for both width and height. If an object is passed, the screenshot size
  32742. * will be derived from the parameters. The precision property is a multiplier allowing
  32743. * rendering at a higher or lower resolution
  32744. * @param successCallback defines the callback receives a single parameter which contains the
  32745. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32746. * src parameter of an <img> to display it
  32747. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32748. * Check your browser for supported MIME types
  32749. */
  32750. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32751. /**
  32752. * Generates an image screenshot from the specified camera.
  32753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32754. * @param engine The engine to use for rendering
  32755. * @param camera The camera to use for rendering
  32756. * @param size This parameter can be set to a single number or to an object with the
  32757. * following (optional) properties: precision, width, height. If a single number is passed,
  32758. * it will be used for both width and height. If an object is passed, the screenshot size
  32759. * will be derived from the parameters. The precision property is a multiplier allowing
  32760. * rendering at a higher or lower resolution
  32761. * @param successCallback The callback receives a single parameter which contains the
  32762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32763. * src parameter of an <img> to display it
  32764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32765. * Check your browser for supported MIME types
  32766. * @param samples Texture samples (default: 1)
  32767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32768. * @param fileName A name for for the downloaded file.
  32769. */
  32770. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32771. /**
  32772. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32773. * Be aware Math.random() could cause collisions, but:
  32774. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32775. * @returns a pseudo random id
  32776. */
  32777. static RandomId(): string;
  32778. /**
  32779. * Test if the given uri is a base64 string
  32780. * @param uri The uri to test
  32781. * @return True if the uri is a base64 string or false otherwise
  32782. */
  32783. static IsBase64(uri: string): boolean;
  32784. /**
  32785. * Decode the given base64 uri.
  32786. * @param uri The uri to decode
  32787. * @return The decoded base64 data.
  32788. */
  32789. static DecodeBase64(uri: string): ArrayBuffer;
  32790. /**
  32791. * Gets the absolute url.
  32792. * @param url the input url
  32793. * @return the absolute url
  32794. */
  32795. static GetAbsoluteUrl(url: string): string;
  32796. /**
  32797. * No log
  32798. */
  32799. static readonly NoneLogLevel: number;
  32800. /**
  32801. * Only message logs
  32802. */
  32803. static readonly MessageLogLevel: number;
  32804. /**
  32805. * Only warning logs
  32806. */
  32807. static readonly WarningLogLevel: number;
  32808. /**
  32809. * Only error logs
  32810. */
  32811. static readonly ErrorLogLevel: number;
  32812. /**
  32813. * All logs
  32814. */
  32815. static readonly AllLogLevel: number;
  32816. /**
  32817. * Gets a value indicating the number of loading errors
  32818. * @ignorenaming
  32819. */
  32820. static readonly errorsCount: number;
  32821. /**
  32822. * Callback called when a new log is added
  32823. */
  32824. static OnNewCacheEntry: (entry: string) => void;
  32825. /**
  32826. * Log a message to the console
  32827. * @param message defines the message to log
  32828. */
  32829. static Log(message: string): void;
  32830. /**
  32831. * Write a warning message to the console
  32832. * @param message defines the message to log
  32833. */
  32834. static Warn(message: string): void;
  32835. /**
  32836. * Write an error message to the console
  32837. * @param message defines the message to log
  32838. */
  32839. static Error(message: string): void;
  32840. /**
  32841. * Gets current log cache (list of logs)
  32842. */
  32843. static readonly LogCache: string;
  32844. /**
  32845. * Clears the log cache
  32846. */
  32847. static ClearLogCache(): void;
  32848. /**
  32849. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32850. */
  32851. static LogLevels: number;
  32852. /**
  32853. * Checks if the window object exists
  32854. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32855. */
  32856. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32857. /**
  32858. * No performance log
  32859. */
  32860. static readonly PerformanceNoneLogLevel: number;
  32861. /**
  32862. * Use user marks to log performance
  32863. */
  32864. static readonly PerformanceUserMarkLogLevel: number;
  32865. /**
  32866. * Log performance to the console
  32867. */
  32868. static readonly PerformanceConsoleLogLevel: number;
  32869. private static _performance;
  32870. /**
  32871. * Sets the current performance log level
  32872. */
  32873. static PerformanceLogLevel: number;
  32874. private static _StartPerformanceCounterDisabled;
  32875. private static _EndPerformanceCounterDisabled;
  32876. private static _StartUserMark;
  32877. private static _EndUserMark;
  32878. private static _StartPerformanceConsole;
  32879. private static _EndPerformanceConsole;
  32880. /**
  32881. * Starts a performance counter
  32882. */
  32883. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32884. /**
  32885. * Ends a specific performance coutner
  32886. */
  32887. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32888. /**
  32889. * Gets either window.performance.now() if supported or Date.now() else
  32890. */
  32891. static readonly Now: number;
  32892. /**
  32893. * This method will return the name of the class used to create the instance of the given object.
  32894. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32895. * @param object the object to get the class name from
  32896. * @param isType defines if the object is actually a type
  32897. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32898. */
  32899. static GetClassName(object: any, isType?: boolean): string;
  32900. /**
  32901. * Gets the first element of an array satisfying a given predicate
  32902. * @param array defines the array to browse
  32903. * @param predicate defines the predicate to use
  32904. * @returns null if not found or the element
  32905. */
  32906. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32907. /**
  32908. * This method will return the name of the full name of the class, including its owning module (if any).
  32909. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  32910. * @param object the object to get the class name from
  32911. * @param isType defines if the object is actually a type
  32912. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  32913. * @ignorenaming
  32914. */
  32915. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32916. /**
  32917. * Returns a promise that resolves after the given amount of time.
  32918. * @param delay Number of milliseconds to delay
  32919. * @returns Promise that resolves after the given amount of time
  32920. */
  32921. static DelayAsync(delay: number): Promise<void>;
  32922. }
  32923. /**
  32924. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32925. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32926. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32927. * @param name The name of the class, case should be preserved
  32928. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32929. */
  32930. export function className(name: string, module?: string): (target: Object) => void;
  32931. /**
  32932. * An implementation of a loop for asynchronous functions.
  32933. */
  32934. export class AsyncLoop {
  32935. /**
  32936. * Defines the number of iterations for the loop
  32937. */
  32938. iterations: number;
  32939. /**
  32940. * Defines the current index of the loop.
  32941. */
  32942. index: number;
  32943. private _done;
  32944. private _fn;
  32945. private _successCallback;
  32946. /**
  32947. * Constructor.
  32948. * @param iterations the number of iterations.
  32949. * @param func the function to run each iteration
  32950. * @param successCallback the callback that will be called upon succesful execution
  32951. * @param offset starting offset.
  32952. */
  32953. constructor(
  32954. /**
  32955. * Defines the number of iterations for the loop
  32956. */
  32957. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  32958. /**
  32959. * Execute the next iteration. Must be called after the last iteration was finished.
  32960. */
  32961. executeNext(): void;
  32962. /**
  32963. * Break the loop and run the success callback.
  32964. */
  32965. breakLoop(): void;
  32966. /**
  32967. * Create and run an async loop.
  32968. * @param iterations the number of iterations.
  32969. * @param fn the function to run each iteration
  32970. * @param successCallback the callback that will be called upon succesful execution
  32971. * @param offset starting offset.
  32972. * @returns the created async loop object
  32973. */
  32974. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  32975. /**
  32976. * A for-loop that will run a given number of iterations synchronous and the rest async.
  32977. * @param iterations total number of iterations
  32978. * @param syncedIterations number of synchronous iterations in each async iteration.
  32979. * @param fn the function to call each iteration.
  32980. * @param callback a success call back that will be called when iterating stops.
  32981. * @param breakFunction a break condition (optional)
  32982. * @param timeout timeout settings for the setTimeout function. default - 0.
  32983. * @returns the created async loop object
  32984. */
  32985. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  32986. }
  32987. }
  32988. declare module "babylonjs/Collisions/collisionCoordinator" {
  32989. import { Nullable } from "babylonjs/types";
  32990. import { Scene } from "babylonjs/scene";
  32991. import { Vector3 } from "babylonjs/Maths/math.vector";
  32992. import { Collider } from "babylonjs/Collisions/collider";
  32993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  32994. /** @hidden */
  32995. export interface ICollisionCoordinator {
  32996. createCollider(): Collider;
  32997. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  32998. init(scene: Scene): void;
  32999. }
  33000. /** @hidden */
  33001. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33002. private _scene;
  33003. private _scaledPosition;
  33004. private _scaledVelocity;
  33005. private _finalPosition;
  33006. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33007. createCollider(): Collider;
  33008. init(scene: Scene): void;
  33009. private _collideWithWorld;
  33010. }
  33011. }
  33012. declare module "babylonjs/Inputs/scene.inputManager" {
  33013. import { Nullable } from "babylonjs/types";
  33014. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33015. import { Vector2 } from "babylonjs/Maths/math.vector";
  33016. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33017. import { Scene } from "babylonjs/scene";
  33018. /**
  33019. * Class used to manage all inputs for the scene.
  33020. */
  33021. export class InputManager {
  33022. /** The distance in pixel that you have to move to prevent some events */
  33023. static DragMovementThreshold: number;
  33024. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33025. static LongPressDelay: number;
  33026. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33027. static DoubleClickDelay: number;
  33028. /** If you need to check double click without raising a single click at first click, enable this flag */
  33029. static ExclusiveDoubleClickMode: boolean;
  33030. private _wheelEventName;
  33031. private _onPointerMove;
  33032. private _onPointerDown;
  33033. private _onPointerUp;
  33034. private _initClickEvent;
  33035. private _initActionManager;
  33036. private _delayedSimpleClick;
  33037. private _delayedSimpleClickTimeout;
  33038. private _previousDelayedSimpleClickTimeout;
  33039. private _meshPickProceed;
  33040. private _previousButtonPressed;
  33041. private _currentPickResult;
  33042. private _previousPickResult;
  33043. private _totalPointersPressed;
  33044. private _doubleClickOccured;
  33045. private _pointerOverMesh;
  33046. private _pickedDownMesh;
  33047. private _pickedUpMesh;
  33048. private _pointerX;
  33049. private _pointerY;
  33050. private _unTranslatedPointerX;
  33051. private _unTranslatedPointerY;
  33052. private _startingPointerPosition;
  33053. private _previousStartingPointerPosition;
  33054. private _startingPointerTime;
  33055. private _previousStartingPointerTime;
  33056. private _pointerCaptures;
  33057. private _onKeyDown;
  33058. private _onKeyUp;
  33059. private _onCanvasFocusObserver;
  33060. private _onCanvasBlurObserver;
  33061. private _scene;
  33062. /**
  33063. * Creates a new InputManager
  33064. * @param scene defines the hosting scene
  33065. */
  33066. constructor(scene: Scene);
  33067. /**
  33068. * Gets the mesh that is currently under the pointer
  33069. */
  33070. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33071. /**
  33072. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33073. */
  33074. readonly unTranslatedPointer: Vector2;
  33075. /**
  33076. * Gets or sets the current on-screen X position of the pointer
  33077. */
  33078. pointerX: number;
  33079. /**
  33080. * Gets or sets the current on-screen Y position of the pointer
  33081. */
  33082. pointerY: number;
  33083. private _updatePointerPosition;
  33084. private _processPointerMove;
  33085. private _setRayOnPointerInfo;
  33086. private _checkPrePointerObservable;
  33087. /**
  33088. * Use this method to simulate a pointer move on a mesh
  33089. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33090. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33091. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33092. */
  33093. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33094. /**
  33095. * Use this method to simulate a pointer down on a mesh
  33096. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33097. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33098. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33099. */
  33100. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33101. private _processPointerDown;
  33102. /** @hidden */
  33103. _isPointerSwiping(): boolean;
  33104. /**
  33105. * Use this method to simulate a pointer up on a mesh
  33106. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33107. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33108. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33109. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33110. */
  33111. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33112. private _processPointerUp;
  33113. /**
  33114. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33115. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33116. * @returns true if the pointer was captured
  33117. */
  33118. isPointerCaptured(pointerId?: number): boolean;
  33119. /**
  33120. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33121. * @param attachUp defines if you want to attach events to pointerup
  33122. * @param attachDown defines if you want to attach events to pointerdown
  33123. * @param attachMove defines if you want to attach events to pointermove
  33124. */
  33125. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33126. /**
  33127. * Detaches all event handlers
  33128. */
  33129. detachControl(): void;
  33130. /**
  33131. * Force the value of meshUnderPointer
  33132. * @param mesh defines the mesh to use
  33133. */
  33134. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33135. /**
  33136. * Gets the mesh under the pointer
  33137. * @returns a Mesh or null if no mesh is under the pointer
  33138. */
  33139. getPointerOverMesh(): Nullable<AbstractMesh>;
  33140. }
  33141. }
  33142. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33143. /**
  33144. * Helper class used to generate session unique ID
  33145. */
  33146. export class UniqueIdGenerator {
  33147. private static _UniqueIdCounter;
  33148. /**
  33149. * Gets an unique (relatively to the current scene) Id
  33150. */
  33151. static readonly UniqueId: number;
  33152. }
  33153. }
  33154. declare module "babylonjs/Animations/animationGroup" {
  33155. import { Animatable } from "babylonjs/Animations/animatable";
  33156. import { Animation } from "babylonjs/Animations/animation";
  33157. import { Scene, IDisposable } from "babylonjs/scene";
  33158. import { Observable } from "babylonjs/Misc/observable";
  33159. import { Nullable } from "babylonjs/types";
  33160. import "babylonjs/Animations/animatable";
  33161. /**
  33162. * This class defines the direct association between an animation and a target
  33163. */
  33164. export class TargetedAnimation {
  33165. /**
  33166. * Animation to perform
  33167. */
  33168. animation: Animation;
  33169. /**
  33170. * Target to animate
  33171. */
  33172. target: any;
  33173. /**
  33174. * Serialize the object
  33175. * @returns the JSON object representing the current entity
  33176. */
  33177. serialize(): any;
  33178. }
  33179. /**
  33180. * Use this class to create coordinated animations on multiple targets
  33181. */
  33182. export class AnimationGroup implements IDisposable {
  33183. /** The name of the animation group */
  33184. name: string;
  33185. private _scene;
  33186. private _targetedAnimations;
  33187. private _animatables;
  33188. private _from;
  33189. private _to;
  33190. private _isStarted;
  33191. private _isPaused;
  33192. private _speedRatio;
  33193. private _loopAnimation;
  33194. /**
  33195. * Gets or sets the unique id of the node
  33196. */
  33197. uniqueId: number;
  33198. /**
  33199. * This observable will notify when one animation have ended
  33200. */
  33201. onAnimationEndObservable: Observable<TargetedAnimation>;
  33202. /**
  33203. * Observer raised when one animation loops
  33204. */
  33205. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33206. /**
  33207. * This observable will notify when all animations have ended.
  33208. */
  33209. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33210. /**
  33211. * This observable will notify when all animations have paused.
  33212. */
  33213. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33214. /**
  33215. * This observable will notify when all animations are playing.
  33216. */
  33217. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33218. /**
  33219. * Gets the first frame
  33220. */
  33221. readonly from: number;
  33222. /**
  33223. * Gets the last frame
  33224. */
  33225. readonly to: number;
  33226. /**
  33227. * Define if the animations are started
  33228. */
  33229. readonly isStarted: boolean;
  33230. /**
  33231. * Gets a value indicating that the current group is playing
  33232. */
  33233. readonly isPlaying: boolean;
  33234. /**
  33235. * Gets or sets the speed ratio to use for all animations
  33236. */
  33237. /**
  33238. * Gets or sets the speed ratio to use for all animations
  33239. */
  33240. speedRatio: number;
  33241. /**
  33242. * Gets or sets if all animations should loop or not
  33243. */
  33244. loopAnimation: boolean;
  33245. /**
  33246. * Gets the targeted animations for this animation group
  33247. */
  33248. readonly targetedAnimations: Array<TargetedAnimation>;
  33249. /**
  33250. * returning the list of animatables controlled by this animation group.
  33251. */
  33252. readonly animatables: Array<Animatable>;
  33253. /**
  33254. * Instantiates a new Animation Group.
  33255. * This helps managing several animations at once.
  33256. * @see http://doc.babylonjs.com/how_to/group
  33257. * @param name Defines the name of the group
  33258. * @param scene Defines the scene the group belongs to
  33259. */
  33260. constructor(
  33261. /** The name of the animation group */
  33262. name: string, scene?: Nullable<Scene>);
  33263. /**
  33264. * Add an animation (with its target) in the group
  33265. * @param animation defines the animation we want to add
  33266. * @param target defines the target of the animation
  33267. * @returns the TargetedAnimation object
  33268. */
  33269. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33270. /**
  33271. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33272. * It can add constant keys at begin or end
  33273. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33274. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33275. * @returns the animation group
  33276. */
  33277. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33278. /**
  33279. * Start all animations on given targets
  33280. * @param loop defines if animations must loop
  33281. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33282. * @param from defines the from key (optional)
  33283. * @param to defines the to key (optional)
  33284. * @returns the current animation group
  33285. */
  33286. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33287. /**
  33288. * Pause all animations
  33289. * @returns the animation group
  33290. */
  33291. pause(): AnimationGroup;
  33292. /**
  33293. * Play all animations to initial state
  33294. * This function will start() the animations if they were not started or will restart() them if they were paused
  33295. * @param loop defines if animations must loop
  33296. * @returns the animation group
  33297. */
  33298. play(loop?: boolean): AnimationGroup;
  33299. /**
  33300. * Reset all animations to initial state
  33301. * @returns the animation group
  33302. */
  33303. reset(): AnimationGroup;
  33304. /**
  33305. * Restart animations from key 0
  33306. * @returns the animation group
  33307. */
  33308. restart(): AnimationGroup;
  33309. /**
  33310. * Stop all animations
  33311. * @returns the animation group
  33312. */
  33313. stop(): AnimationGroup;
  33314. /**
  33315. * Set animation weight for all animatables
  33316. * @param weight defines the weight to use
  33317. * @return the animationGroup
  33318. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33319. */
  33320. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33321. /**
  33322. * Synchronize and normalize all animatables with a source animatable
  33323. * @param root defines the root animatable to synchronize with
  33324. * @return the animationGroup
  33325. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33326. */
  33327. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33328. /**
  33329. * Goes to a specific frame in this animation group
  33330. * @param frame the frame number to go to
  33331. * @return the animationGroup
  33332. */
  33333. goToFrame(frame: number): AnimationGroup;
  33334. /**
  33335. * Dispose all associated resources
  33336. */
  33337. dispose(): void;
  33338. private _checkAnimationGroupEnded;
  33339. /**
  33340. * Clone the current animation group and returns a copy
  33341. * @param newName defines the name of the new group
  33342. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33343. * @returns the new aniamtion group
  33344. */
  33345. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33346. /**
  33347. * Serializes the animationGroup to an object
  33348. * @returns Serialized object
  33349. */
  33350. serialize(): any;
  33351. /**
  33352. * Returns a new AnimationGroup object parsed from the source provided.
  33353. * @param parsedAnimationGroup defines the source
  33354. * @param scene defines the scene that will receive the animationGroup
  33355. * @returns a new AnimationGroup
  33356. */
  33357. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33358. /**
  33359. * Returns the string "AnimationGroup"
  33360. * @returns "AnimationGroup"
  33361. */
  33362. getClassName(): string;
  33363. /**
  33364. * Creates a detailled string about the object
  33365. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33366. * @returns a string representing the object
  33367. */
  33368. toString(fullDetails?: boolean): string;
  33369. }
  33370. }
  33371. declare module "babylonjs/scene" {
  33372. import { Nullable } from "babylonjs/types";
  33373. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33374. import { Observable } from "babylonjs/Misc/observable";
  33375. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33376. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33377. import { Geometry } from "babylonjs/Meshes/geometry";
  33378. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33379. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33381. import { Mesh } from "babylonjs/Meshes/mesh";
  33382. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33383. import { Bone } from "babylonjs/Bones/bone";
  33384. import { Skeleton } from "babylonjs/Bones/skeleton";
  33385. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33386. import { Camera } from "babylonjs/Cameras/camera";
  33387. import { AbstractScene } from "babylonjs/abstractScene";
  33388. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33389. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33390. import { Material } from "babylonjs/Materials/material";
  33391. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33392. import { Effect } from "babylonjs/Materials/effect";
  33393. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33394. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33395. import { Light } from "babylonjs/Lights/light";
  33396. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33397. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33398. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33399. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33400. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33401. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33402. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33403. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33404. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33405. import { Engine } from "babylonjs/Engines/engine";
  33406. import { Node } from "babylonjs/node";
  33407. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33408. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33409. import { WebRequest } from "babylonjs/Misc/webRequest";
  33410. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33411. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33412. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33413. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33414. import { Plane } from "babylonjs/Maths/math.plane";
  33415. import { Ray } from "babylonjs/Culling/ray";
  33416. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33417. import { Animation } from "babylonjs/Animations/animation";
  33418. import { Animatable } from "babylonjs/Animations/animatable";
  33419. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33420. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33421. import { Collider } from "babylonjs/Collisions/collider";
  33422. /**
  33423. * Define an interface for all classes that will hold resources
  33424. */
  33425. export interface IDisposable {
  33426. /**
  33427. * Releases all held resources
  33428. */
  33429. dispose(): void;
  33430. }
  33431. /** Interface defining initialization parameters for Scene class */
  33432. export interface SceneOptions {
  33433. /**
  33434. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33435. * It will improve performance when the number of geometries becomes important.
  33436. */
  33437. useGeometryUniqueIdsMap?: boolean;
  33438. /**
  33439. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33440. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33441. */
  33442. useMaterialMeshMap?: boolean;
  33443. /**
  33444. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33445. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33446. */
  33447. useClonedMeshhMap?: boolean;
  33448. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33449. virtual?: boolean;
  33450. }
  33451. /**
  33452. * Represents a scene to be rendered by the engine.
  33453. * @see http://doc.babylonjs.com/features/scene
  33454. */
  33455. export class Scene extends AbstractScene implements IAnimatable {
  33456. /** The fog is deactivated */
  33457. static readonly FOGMODE_NONE: number;
  33458. /** The fog density is following an exponential function */
  33459. static readonly FOGMODE_EXP: number;
  33460. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33461. static readonly FOGMODE_EXP2: number;
  33462. /** The fog density is following a linear function. */
  33463. static readonly FOGMODE_LINEAR: number;
  33464. /**
  33465. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33466. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33467. */
  33468. static MinDeltaTime: number;
  33469. /**
  33470. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33471. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33472. */
  33473. static MaxDeltaTime: number;
  33474. /**
  33475. * Factory used to create the default material.
  33476. * @param name The name of the material to create
  33477. * @param scene The scene to create the material for
  33478. * @returns The default material
  33479. */
  33480. static DefaultMaterialFactory(scene: Scene): Material;
  33481. /**
  33482. * Factory used to create the a collision coordinator.
  33483. * @returns The collision coordinator
  33484. */
  33485. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33486. /** @hidden */
  33487. _inputManager: InputManager;
  33488. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33489. cameraToUseForPointers: Nullable<Camera>;
  33490. /** @hidden */
  33491. readonly _isScene: boolean;
  33492. /**
  33493. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33494. */
  33495. autoClear: boolean;
  33496. /**
  33497. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33498. */
  33499. autoClearDepthAndStencil: boolean;
  33500. /**
  33501. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33502. */
  33503. clearColor: Color4;
  33504. /**
  33505. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33506. */
  33507. ambientColor: Color3;
  33508. /**
  33509. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33510. * It should only be one of the following (if not the default embedded one):
  33511. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33512. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33513. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33514. * The material properties need to be setup according to the type of texture in use.
  33515. */
  33516. environmentBRDFTexture: BaseTexture;
  33517. /** @hidden */
  33518. protected _environmentTexture: Nullable<BaseTexture>;
  33519. /**
  33520. * Texture used in all pbr material as the reflection texture.
  33521. * As in the majority of the scene they are the same (exception for multi room and so on),
  33522. * this is easier to reference from here than from all the materials.
  33523. */
  33524. /**
  33525. * Texture used in all pbr material as the reflection texture.
  33526. * As in the majority of the scene they are the same (exception for multi room and so on),
  33527. * this is easier to set here than in all the materials.
  33528. */
  33529. environmentTexture: Nullable<BaseTexture>;
  33530. /** @hidden */
  33531. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33532. /**
  33533. * Default image processing configuration used either in the rendering
  33534. * Forward main pass or through the imageProcessingPostProcess if present.
  33535. * As in the majority of the scene they are the same (exception for multi camera),
  33536. * this is easier to reference from here than from all the materials and post process.
  33537. *
  33538. * No setter as we it is a shared configuration, you can set the values instead.
  33539. */
  33540. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33541. private _forceWireframe;
  33542. /**
  33543. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33544. */
  33545. forceWireframe: boolean;
  33546. private _forcePointsCloud;
  33547. /**
  33548. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33549. */
  33550. forcePointsCloud: boolean;
  33551. /**
  33552. * Gets or sets the active clipplane 1
  33553. */
  33554. clipPlane: Nullable<Plane>;
  33555. /**
  33556. * Gets or sets the active clipplane 2
  33557. */
  33558. clipPlane2: Nullable<Plane>;
  33559. /**
  33560. * Gets or sets the active clipplane 3
  33561. */
  33562. clipPlane3: Nullable<Plane>;
  33563. /**
  33564. * Gets or sets the active clipplane 4
  33565. */
  33566. clipPlane4: Nullable<Plane>;
  33567. /**
  33568. * Gets or sets a boolean indicating if animations are enabled
  33569. */
  33570. animationsEnabled: boolean;
  33571. private _animationPropertiesOverride;
  33572. /**
  33573. * Gets or sets the animation properties override
  33574. */
  33575. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33576. /**
  33577. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33578. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33579. */
  33580. useConstantAnimationDeltaTime: boolean;
  33581. /**
  33582. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33583. * Please note that it requires to run a ray cast through the scene on every frame
  33584. */
  33585. constantlyUpdateMeshUnderPointer: boolean;
  33586. /**
  33587. * Defines the HTML cursor to use when hovering over interactive elements
  33588. */
  33589. hoverCursor: string;
  33590. /**
  33591. * Defines the HTML default cursor to use (empty by default)
  33592. */
  33593. defaultCursor: string;
  33594. /**
  33595. * This is used to call preventDefault() on pointer down
  33596. * in order to block unwanted artifacts like system double clicks
  33597. */
  33598. preventDefaultOnPointerDown: boolean;
  33599. /**
  33600. * This is used to call preventDefault() on pointer up
  33601. * in order to block unwanted artifacts like system double clicks
  33602. */
  33603. preventDefaultOnPointerUp: boolean;
  33604. /**
  33605. * Gets or sets user defined metadata
  33606. */
  33607. metadata: any;
  33608. /**
  33609. * For internal use only. Please do not use.
  33610. */
  33611. reservedDataStore: any;
  33612. /**
  33613. * Gets the name of the plugin used to load this scene (null by default)
  33614. */
  33615. loadingPluginName: string;
  33616. /**
  33617. * Use this array to add regular expressions used to disable offline support for specific urls
  33618. */
  33619. disableOfflineSupportExceptionRules: RegExp[];
  33620. /**
  33621. * An event triggered when the scene is disposed.
  33622. */
  33623. onDisposeObservable: Observable<Scene>;
  33624. private _onDisposeObserver;
  33625. /** Sets a function to be executed when this scene is disposed. */
  33626. onDispose: () => void;
  33627. /**
  33628. * An event triggered before rendering the scene (right after animations and physics)
  33629. */
  33630. onBeforeRenderObservable: Observable<Scene>;
  33631. private _onBeforeRenderObserver;
  33632. /** Sets a function to be executed before rendering this scene */
  33633. beforeRender: Nullable<() => void>;
  33634. /**
  33635. * An event triggered after rendering the scene
  33636. */
  33637. onAfterRenderObservable: Observable<Scene>;
  33638. /**
  33639. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33640. */
  33641. onAfterRenderCameraObservable: Observable<Camera>;
  33642. private _onAfterRenderObserver;
  33643. /** Sets a function to be executed after rendering this scene */
  33644. afterRender: Nullable<() => void>;
  33645. /**
  33646. * An event triggered before animating the scene
  33647. */
  33648. onBeforeAnimationsObservable: Observable<Scene>;
  33649. /**
  33650. * An event triggered after animations processing
  33651. */
  33652. onAfterAnimationsObservable: Observable<Scene>;
  33653. /**
  33654. * An event triggered before draw calls are ready to be sent
  33655. */
  33656. onBeforeDrawPhaseObservable: Observable<Scene>;
  33657. /**
  33658. * An event triggered after draw calls have been sent
  33659. */
  33660. onAfterDrawPhaseObservable: Observable<Scene>;
  33661. /**
  33662. * An event triggered when the scene is ready
  33663. */
  33664. onReadyObservable: Observable<Scene>;
  33665. /**
  33666. * An event triggered before rendering a camera
  33667. */
  33668. onBeforeCameraRenderObservable: Observable<Camera>;
  33669. private _onBeforeCameraRenderObserver;
  33670. /** Sets a function to be executed before rendering a camera*/
  33671. beforeCameraRender: () => void;
  33672. /**
  33673. * An event triggered after rendering a camera
  33674. */
  33675. onAfterCameraRenderObservable: Observable<Camera>;
  33676. private _onAfterCameraRenderObserver;
  33677. /** Sets a function to be executed after rendering a camera*/
  33678. afterCameraRender: () => void;
  33679. /**
  33680. * An event triggered when active meshes evaluation is about to start
  33681. */
  33682. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33683. /**
  33684. * An event triggered when active meshes evaluation is done
  33685. */
  33686. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33687. /**
  33688. * An event triggered when particles rendering is about to start
  33689. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33690. */
  33691. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33692. /**
  33693. * An event triggered when particles rendering is done
  33694. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33695. */
  33696. onAfterParticlesRenderingObservable: Observable<Scene>;
  33697. /**
  33698. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33699. */
  33700. onDataLoadedObservable: Observable<Scene>;
  33701. /**
  33702. * An event triggered when a camera is created
  33703. */
  33704. onNewCameraAddedObservable: Observable<Camera>;
  33705. /**
  33706. * An event triggered when a camera is removed
  33707. */
  33708. onCameraRemovedObservable: Observable<Camera>;
  33709. /**
  33710. * An event triggered when a light is created
  33711. */
  33712. onNewLightAddedObservable: Observable<Light>;
  33713. /**
  33714. * An event triggered when a light is removed
  33715. */
  33716. onLightRemovedObservable: Observable<Light>;
  33717. /**
  33718. * An event triggered when a geometry is created
  33719. */
  33720. onNewGeometryAddedObservable: Observable<Geometry>;
  33721. /**
  33722. * An event triggered when a geometry is removed
  33723. */
  33724. onGeometryRemovedObservable: Observable<Geometry>;
  33725. /**
  33726. * An event triggered when a transform node is created
  33727. */
  33728. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33729. /**
  33730. * An event triggered when a transform node is removed
  33731. */
  33732. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33733. /**
  33734. * An event triggered when a mesh is created
  33735. */
  33736. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33737. /**
  33738. * An event triggered when a mesh is removed
  33739. */
  33740. onMeshRemovedObservable: Observable<AbstractMesh>;
  33741. /**
  33742. * An event triggered when a skeleton is created
  33743. */
  33744. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33745. /**
  33746. * An event triggered when a skeleton is removed
  33747. */
  33748. onSkeletonRemovedObservable: Observable<Skeleton>;
  33749. /**
  33750. * An event triggered when a material is created
  33751. */
  33752. onNewMaterialAddedObservable: Observable<Material>;
  33753. /**
  33754. * An event triggered when a material is removed
  33755. */
  33756. onMaterialRemovedObservable: Observable<Material>;
  33757. /**
  33758. * An event triggered when a texture is created
  33759. */
  33760. onNewTextureAddedObservable: Observable<BaseTexture>;
  33761. /**
  33762. * An event triggered when a texture is removed
  33763. */
  33764. onTextureRemovedObservable: Observable<BaseTexture>;
  33765. /**
  33766. * An event triggered when render targets are about to be rendered
  33767. * Can happen multiple times per frame.
  33768. */
  33769. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33770. /**
  33771. * An event triggered when render targets were rendered.
  33772. * Can happen multiple times per frame.
  33773. */
  33774. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33775. /**
  33776. * An event triggered before calculating deterministic simulation step
  33777. */
  33778. onBeforeStepObservable: Observable<Scene>;
  33779. /**
  33780. * An event triggered after calculating deterministic simulation step
  33781. */
  33782. onAfterStepObservable: Observable<Scene>;
  33783. /**
  33784. * An event triggered when the activeCamera property is updated
  33785. */
  33786. onActiveCameraChanged: Observable<Scene>;
  33787. /**
  33788. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33789. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33790. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33791. */
  33792. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33793. /**
  33794. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33795. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33796. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33797. */
  33798. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33799. /**
  33800. * This Observable will when a mesh has been imported into the scene.
  33801. */
  33802. onMeshImportedObservable: Observable<AbstractMesh>;
  33803. /**
  33804. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33805. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33806. */
  33807. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33808. /** @hidden */
  33809. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33810. /**
  33811. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33812. */
  33813. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33814. /**
  33815. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33816. */
  33817. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33818. /**
  33819. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33820. */
  33821. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33822. /** Callback called when a pointer move is detected */
  33823. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33824. /** Callback called when a pointer down is detected */
  33825. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33826. /** Callback called when a pointer up is detected */
  33827. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33828. /** Callback called when a pointer pick is detected */
  33829. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33830. /**
  33831. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  33832. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33833. */
  33834. onPrePointerObservable: Observable<PointerInfoPre>;
  33835. /**
  33836. * Observable event triggered each time an input event is received from the rendering canvas
  33837. */
  33838. onPointerObservable: Observable<PointerInfo>;
  33839. /**
  33840. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33841. */
  33842. readonly unTranslatedPointer: Vector2;
  33843. /**
  33844. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33845. */
  33846. static DragMovementThreshold: number;
  33847. /**
  33848. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33849. */
  33850. static LongPressDelay: number;
  33851. /**
  33852. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33853. */
  33854. static DoubleClickDelay: number;
  33855. /** If you need to check double click without raising a single click at first click, enable this flag */
  33856. static ExclusiveDoubleClickMode: boolean;
  33857. /** @hidden */
  33858. _mirroredCameraPosition: Nullable<Vector3>;
  33859. /**
  33860. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33861. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33862. */
  33863. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33864. /**
  33865. * Observable event triggered each time an keyboard event is received from the hosting window
  33866. */
  33867. onKeyboardObservable: Observable<KeyboardInfo>;
  33868. private _useRightHandedSystem;
  33869. /**
  33870. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33871. */
  33872. useRightHandedSystem: boolean;
  33873. private _timeAccumulator;
  33874. private _currentStepId;
  33875. private _currentInternalStep;
  33876. /**
  33877. * Sets the step Id used by deterministic lock step
  33878. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33879. * @param newStepId defines the step Id
  33880. */
  33881. setStepId(newStepId: number): void;
  33882. /**
  33883. * Gets the step Id used by deterministic lock step
  33884. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33885. * @returns the step Id
  33886. */
  33887. getStepId(): number;
  33888. /**
  33889. * Gets the internal step used by deterministic lock step
  33890. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33891. * @returns the internal step
  33892. */
  33893. getInternalStep(): number;
  33894. private _fogEnabled;
  33895. /**
  33896. * Gets or sets a boolean indicating if fog is enabled on this scene
  33897. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33898. * (Default is true)
  33899. */
  33900. fogEnabled: boolean;
  33901. private _fogMode;
  33902. /**
  33903. * Gets or sets the fog mode to use
  33904. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33905. * | mode | value |
  33906. * | --- | --- |
  33907. * | FOGMODE_NONE | 0 |
  33908. * | FOGMODE_EXP | 1 |
  33909. * | FOGMODE_EXP2 | 2 |
  33910. * | FOGMODE_LINEAR | 3 |
  33911. */
  33912. fogMode: number;
  33913. /**
  33914. * Gets or sets the fog color to use
  33915. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33916. * (Default is Color3(0.2, 0.2, 0.3))
  33917. */
  33918. fogColor: Color3;
  33919. /**
  33920. * Gets or sets the fog density to use
  33921. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33922. * (Default is 0.1)
  33923. */
  33924. fogDensity: number;
  33925. /**
  33926. * Gets or sets the fog start distance to use
  33927. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33928. * (Default is 0)
  33929. */
  33930. fogStart: number;
  33931. /**
  33932. * Gets or sets the fog end distance to use
  33933. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33934. * (Default is 1000)
  33935. */
  33936. fogEnd: number;
  33937. private _shadowsEnabled;
  33938. /**
  33939. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33940. */
  33941. shadowsEnabled: boolean;
  33942. private _lightsEnabled;
  33943. /**
  33944. * Gets or sets a boolean indicating if lights are enabled on this scene
  33945. */
  33946. lightsEnabled: boolean;
  33947. /** All of the active cameras added to this scene. */
  33948. activeCameras: Camera[];
  33949. /** @hidden */
  33950. _activeCamera: Nullable<Camera>;
  33951. /** Gets or sets the current active camera */
  33952. activeCamera: Nullable<Camera>;
  33953. private _defaultMaterial;
  33954. /** The default material used on meshes when no material is affected */
  33955. /** The default material used on meshes when no material is affected */
  33956. defaultMaterial: Material;
  33957. private _texturesEnabled;
  33958. /**
  33959. * Gets or sets a boolean indicating if textures are enabled on this scene
  33960. */
  33961. texturesEnabled: boolean;
  33962. /**
  33963. * Gets or sets a boolean indicating if particles are enabled on this scene
  33964. */
  33965. particlesEnabled: boolean;
  33966. /**
  33967. * Gets or sets a boolean indicating if sprites are enabled on this scene
  33968. */
  33969. spritesEnabled: boolean;
  33970. private _skeletonsEnabled;
  33971. /**
  33972. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  33973. */
  33974. skeletonsEnabled: boolean;
  33975. /**
  33976. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  33977. */
  33978. lensFlaresEnabled: boolean;
  33979. /**
  33980. * Gets or sets a boolean indicating if collisions are enabled on this scene
  33981. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33982. */
  33983. collisionsEnabled: boolean;
  33984. private _collisionCoordinator;
  33985. /** @hidden */
  33986. readonly collisionCoordinator: ICollisionCoordinator;
  33987. /**
  33988. * Defines the gravity applied to this scene (used only for collisions)
  33989. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  33990. */
  33991. gravity: Vector3;
  33992. /**
  33993. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  33994. */
  33995. postProcessesEnabled: boolean;
  33996. /**
  33997. * The list of postprocesses added to the scene
  33998. */
  33999. postProcesses: PostProcess[];
  34000. /**
  34001. * Gets the current postprocess manager
  34002. */
  34003. postProcessManager: PostProcessManager;
  34004. /**
  34005. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34006. */
  34007. renderTargetsEnabled: boolean;
  34008. /**
  34009. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34010. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34011. */
  34012. dumpNextRenderTargets: boolean;
  34013. /**
  34014. * The list of user defined render targets added to the scene
  34015. */
  34016. customRenderTargets: RenderTargetTexture[];
  34017. /**
  34018. * Defines if texture loading must be delayed
  34019. * If true, textures will only be loaded when they need to be rendered
  34020. */
  34021. useDelayedTextureLoading: boolean;
  34022. /**
  34023. * Gets the list of meshes imported to the scene through SceneLoader
  34024. */
  34025. importedMeshesFiles: String[];
  34026. /**
  34027. * Gets or sets a boolean indicating if probes are enabled on this scene
  34028. */
  34029. probesEnabled: boolean;
  34030. /**
  34031. * Gets or sets the current offline provider to use to store scene data
  34032. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34033. */
  34034. offlineProvider: IOfflineProvider;
  34035. /**
  34036. * Gets or sets the action manager associated with the scene
  34037. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34038. */
  34039. actionManager: AbstractActionManager;
  34040. private _meshesForIntersections;
  34041. /**
  34042. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34043. */
  34044. proceduralTexturesEnabled: boolean;
  34045. private _engine;
  34046. private _totalVertices;
  34047. /** @hidden */
  34048. _activeIndices: PerfCounter;
  34049. /** @hidden */
  34050. _activeParticles: PerfCounter;
  34051. /** @hidden */
  34052. _activeBones: PerfCounter;
  34053. private _animationRatio;
  34054. /** @hidden */
  34055. _animationTimeLast: number;
  34056. /** @hidden */
  34057. _animationTime: number;
  34058. /**
  34059. * Gets or sets a general scale for animation speed
  34060. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34061. */
  34062. animationTimeScale: number;
  34063. /** @hidden */
  34064. _cachedMaterial: Nullable<Material>;
  34065. /** @hidden */
  34066. _cachedEffect: Nullable<Effect>;
  34067. /** @hidden */
  34068. _cachedVisibility: Nullable<number>;
  34069. private _renderId;
  34070. private _frameId;
  34071. private _executeWhenReadyTimeoutId;
  34072. private _intermediateRendering;
  34073. private _viewUpdateFlag;
  34074. private _projectionUpdateFlag;
  34075. /** @hidden */
  34076. _toBeDisposed: Nullable<IDisposable>[];
  34077. private _activeRequests;
  34078. /** @hidden */
  34079. _pendingData: any[];
  34080. private _isDisposed;
  34081. /**
  34082. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34083. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34084. */
  34085. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34086. private _activeMeshes;
  34087. private _processedMaterials;
  34088. private _renderTargets;
  34089. /** @hidden */
  34090. _activeParticleSystems: SmartArray<IParticleSystem>;
  34091. private _activeSkeletons;
  34092. private _softwareSkinnedMeshes;
  34093. private _renderingManager;
  34094. /** @hidden */
  34095. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34096. private _transformMatrix;
  34097. private _sceneUbo;
  34098. /** @hidden */
  34099. _viewMatrix: Matrix;
  34100. private _projectionMatrix;
  34101. /** @hidden */
  34102. _forcedViewPosition: Nullable<Vector3>;
  34103. /** @hidden */
  34104. _frustumPlanes: Plane[];
  34105. /**
  34106. * Gets the list of frustum planes (built from the active camera)
  34107. */
  34108. readonly frustumPlanes: Plane[];
  34109. /**
  34110. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34111. * This is useful if there are more lights that the maximum simulteanous authorized
  34112. */
  34113. requireLightSorting: boolean;
  34114. /** @hidden */
  34115. readonly useMaterialMeshMap: boolean;
  34116. /** @hidden */
  34117. readonly useClonedMeshhMap: boolean;
  34118. private _externalData;
  34119. private _uid;
  34120. /**
  34121. * @hidden
  34122. * Backing store of defined scene components.
  34123. */
  34124. _components: ISceneComponent[];
  34125. /**
  34126. * @hidden
  34127. * Backing store of defined scene components.
  34128. */
  34129. _serializableComponents: ISceneSerializableComponent[];
  34130. /**
  34131. * List of components to register on the next registration step.
  34132. */
  34133. private _transientComponents;
  34134. /**
  34135. * Registers the transient components if needed.
  34136. */
  34137. private _registerTransientComponents;
  34138. /**
  34139. * @hidden
  34140. * Add a component to the scene.
  34141. * Note that the ccomponent could be registered on th next frame if this is called after
  34142. * the register component stage.
  34143. * @param component Defines the component to add to the scene
  34144. */
  34145. _addComponent(component: ISceneComponent): void;
  34146. /**
  34147. * @hidden
  34148. * Gets a component from the scene.
  34149. * @param name defines the name of the component to retrieve
  34150. * @returns the component or null if not present
  34151. */
  34152. _getComponent(name: string): Nullable<ISceneComponent>;
  34153. /**
  34154. * @hidden
  34155. * Defines the actions happening before camera updates.
  34156. */
  34157. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34158. /**
  34159. * @hidden
  34160. * Defines the actions happening before clear the canvas.
  34161. */
  34162. _beforeClearStage: Stage<SimpleStageAction>;
  34163. /**
  34164. * @hidden
  34165. * Defines the actions when collecting render targets for the frame.
  34166. */
  34167. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34168. /**
  34169. * @hidden
  34170. * Defines the actions happening for one camera in the frame.
  34171. */
  34172. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34173. /**
  34174. * @hidden
  34175. * Defines the actions happening during the per mesh ready checks.
  34176. */
  34177. _isReadyForMeshStage: Stage<MeshStageAction>;
  34178. /**
  34179. * @hidden
  34180. * Defines the actions happening before evaluate active mesh checks.
  34181. */
  34182. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34183. /**
  34184. * @hidden
  34185. * Defines the actions happening during the evaluate sub mesh checks.
  34186. */
  34187. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34188. /**
  34189. * @hidden
  34190. * Defines the actions happening during the active mesh stage.
  34191. */
  34192. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34193. /**
  34194. * @hidden
  34195. * Defines the actions happening during the per camera render target step.
  34196. */
  34197. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34198. /**
  34199. * @hidden
  34200. * Defines the actions happening just before the active camera is drawing.
  34201. */
  34202. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34203. /**
  34204. * @hidden
  34205. * Defines the actions happening just before a render target is drawing.
  34206. */
  34207. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34208. /**
  34209. * @hidden
  34210. * Defines the actions happening just before a rendering group is drawing.
  34211. */
  34212. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34213. /**
  34214. * @hidden
  34215. * Defines the actions happening just before a mesh is drawing.
  34216. */
  34217. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34218. /**
  34219. * @hidden
  34220. * Defines the actions happening just after a mesh has been drawn.
  34221. */
  34222. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34223. /**
  34224. * @hidden
  34225. * Defines the actions happening just after a rendering group has been drawn.
  34226. */
  34227. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34228. /**
  34229. * @hidden
  34230. * Defines the actions happening just after the active camera has been drawn.
  34231. */
  34232. _afterCameraDrawStage: Stage<CameraStageAction>;
  34233. /**
  34234. * @hidden
  34235. * Defines the actions happening just after a render target has been drawn.
  34236. */
  34237. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34238. /**
  34239. * @hidden
  34240. * Defines the actions happening just after rendering all cameras and computing intersections.
  34241. */
  34242. _afterRenderStage: Stage<SimpleStageAction>;
  34243. /**
  34244. * @hidden
  34245. * Defines the actions happening when a pointer move event happens.
  34246. */
  34247. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34248. /**
  34249. * @hidden
  34250. * Defines the actions happening when a pointer down event happens.
  34251. */
  34252. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34253. /**
  34254. * @hidden
  34255. * Defines the actions happening when a pointer up event happens.
  34256. */
  34257. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34258. /**
  34259. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34260. */
  34261. private geometriesByUniqueId;
  34262. /**
  34263. * Creates a new Scene
  34264. * @param engine defines the engine to use to render this scene
  34265. * @param options defines the scene options
  34266. */
  34267. constructor(engine: Engine, options?: SceneOptions);
  34268. /**
  34269. * Gets a string idenfifying the name of the class
  34270. * @returns "Scene" string
  34271. */
  34272. getClassName(): string;
  34273. private _defaultMeshCandidates;
  34274. /**
  34275. * @hidden
  34276. */
  34277. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34278. private _defaultSubMeshCandidates;
  34279. /**
  34280. * @hidden
  34281. */
  34282. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34283. /**
  34284. * Sets the default candidate providers for the scene.
  34285. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34286. * and getCollidingSubMeshCandidates to their default function
  34287. */
  34288. setDefaultCandidateProviders(): void;
  34289. /**
  34290. * Gets the mesh that is currently under the pointer
  34291. */
  34292. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34293. /**
  34294. * Gets or sets the current on-screen X position of the pointer
  34295. */
  34296. pointerX: number;
  34297. /**
  34298. * Gets or sets the current on-screen Y position of the pointer
  34299. */
  34300. pointerY: number;
  34301. /**
  34302. * Gets the cached material (ie. the latest rendered one)
  34303. * @returns the cached material
  34304. */
  34305. getCachedMaterial(): Nullable<Material>;
  34306. /**
  34307. * Gets the cached effect (ie. the latest rendered one)
  34308. * @returns the cached effect
  34309. */
  34310. getCachedEffect(): Nullable<Effect>;
  34311. /**
  34312. * Gets the cached visibility state (ie. the latest rendered one)
  34313. * @returns the cached visibility state
  34314. */
  34315. getCachedVisibility(): Nullable<number>;
  34316. /**
  34317. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34318. * @param material defines the current material
  34319. * @param effect defines the current effect
  34320. * @param visibility defines the current visibility state
  34321. * @returns true if one parameter is not cached
  34322. */
  34323. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34324. /**
  34325. * Gets the engine associated with the scene
  34326. * @returns an Engine
  34327. */
  34328. getEngine(): Engine;
  34329. /**
  34330. * Gets the total number of vertices rendered per frame
  34331. * @returns the total number of vertices rendered per frame
  34332. */
  34333. getTotalVertices(): number;
  34334. /**
  34335. * Gets the performance counter for total vertices
  34336. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34337. */
  34338. readonly totalVerticesPerfCounter: PerfCounter;
  34339. /**
  34340. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34341. * @returns the total number of active indices rendered per frame
  34342. */
  34343. getActiveIndices(): number;
  34344. /**
  34345. * Gets the performance counter for active indices
  34346. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34347. */
  34348. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34349. /**
  34350. * Gets the total number of active particles rendered per frame
  34351. * @returns the total number of active particles rendered per frame
  34352. */
  34353. getActiveParticles(): number;
  34354. /**
  34355. * Gets the performance counter for active particles
  34356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34357. */
  34358. readonly activeParticlesPerfCounter: PerfCounter;
  34359. /**
  34360. * Gets the total number of active bones rendered per frame
  34361. * @returns the total number of active bones rendered per frame
  34362. */
  34363. getActiveBones(): number;
  34364. /**
  34365. * Gets the performance counter for active bones
  34366. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34367. */
  34368. readonly activeBonesPerfCounter: PerfCounter;
  34369. /**
  34370. * Gets the array of active meshes
  34371. * @returns an array of AbstractMesh
  34372. */
  34373. getActiveMeshes(): SmartArray<AbstractMesh>;
  34374. /**
  34375. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34376. * @returns a number
  34377. */
  34378. getAnimationRatio(): number;
  34379. /**
  34380. * Gets an unique Id for the current render phase
  34381. * @returns a number
  34382. */
  34383. getRenderId(): number;
  34384. /**
  34385. * Gets an unique Id for the current frame
  34386. * @returns a number
  34387. */
  34388. getFrameId(): number;
  34389. /** Call this function if you want to manually increment the render Id*/
  34390. incrementRenderId(): void;
  34391. private _createUbo;
  34392. /**
  34393. * Use this method to simulate a pointer move on a mesh
  34394. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34395. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34396. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34397. * @returns the current scene
  34398. */
  34399. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34400. /**
  34401. * Use this method to simulate a pointer down on a mesh
  34402. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34403. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34404. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34405. * @returns the current scene
  34406. */
  34407. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34408. /**
  34409. * Use this method to simulate a pointer up on a mesh
  34410. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34411. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34412. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34413. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34414. * @returns the current scene
  34415. */
  34416. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34417. /**
  34418. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34419. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34420. * @returns true if the pointer was captured
  34421. */
  34422. isPointerCaptured(pointerId?: number): boolean;
  34423. /**
  34424. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34425. * @param attachUp defines if you want to attach events to pointerup
  34426. * @param attachDown defines if you want to attach events to pointerdown
  34427. * @param attachMove defines if you want to attach events to pointermove
  34428. */
  34429. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34430. /** Detaches all event handlers*/
  34431. detachControl(): void;
  34432. /**
  34433. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34434. * Delay loaded resources are not taking in account
  34435. * @return true if all required resources are ready
  34436. */
  34437. isReady(): boolean;
  34438. /** Resets all cached information relative to material (including effect and visibility) */
  34439. resetCachedMaterial(): void;
  34440. /**
  34441. * Registers a function to be called before every frame render
  34442. * @param func defines the function to register
  34443. */
  34444. registerBeforeRender(func: () => void): void;
  34445. /**
  34446. * Unregisters a function called before every frame render
  34447. * @param func defines the function to unregister
  34448. */
  34449. unregisterBeforeRender(func: () => void): void;
  34450. /**
  34451. * Registers a function to be called after every frame render
  34452. * @param func defines the function to register
  34453. */
  34454. registerAfterRender(func: () => void): void;
  34455. /**
  34456. * Unregisters a function called after every frame render
  34457. * @param func defines the function to unregister
  34458. */
  34459. unregisterAfterRender(func: () => void): void;
  34460. private _executeOnceBeforeRender;
  34461. /**
  34462. * The provided function will run before render once and will be disposed afterwards.
  34463. * A timeout delay can be provided so that the function will be executed in N ms.
  34464. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34465. * @param func The function to be executed.
  34466. * @param timeout optional delay in ms
  34467. */
  34468. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34469. /** @hidden */
  34470. _addPendingData(data: any): void;
  34471. /** @hidden */
  34472. _removePendingData(data: any): void;
  34473. /**
  34474. * Returns the number of items waiting to be loaded
  34475. * @returns the number of items waiting to be loaded
  34476. */
  34477. getWaitingItemsCount(): number;
  34478. /**
  34479. * Returns a boolean indicating if the scene is still loading data
  34480. */
  34481. readonly isLoading: boolean;
  34482. /**
  34483. * Registers a function to be executed when the scene is ready
  34484. * @param {Function} func - the function to be executed
  34485. */
  34486. executeWhenReady(func: () => void): void;
  34487. /**
  34488. * Returns a promise that resolves when the scene is ready
  34489. * @returns A promise that resolves when the scene is ready
  34490. */
  34491. whenReadyAsync(): Promise<void>;
  34492. /** @hidden */
  34493. _checkIsReady(): void;
  34494. /**
  34495. * Gets all animatable attached to the scene
  34496. */
  34497. readonly animatables: Animatable[];
  34498. /**
  34499. * Resets the last animation time frame.
  34500. * Useful to override when animations start running when loading a scene for the first time.
  34501. */
  34502. resetLastAnimationTimeFrame(): void;
  34503. /**
  34504. * Gets the current view matrix
  34505. * @returns a Matrix
  34506. */
  34507. getViewMatrix(): Matrix;
  34508. /**
  34509. * Gets the current projection matrix
  34510. * @returns a Matrix
  34511. */
  34512. getProjectionMatrix(): Matrix;
  34513. /**
  34514. * Gets the current transform matrix
  34515. * @returns a Matrix made of View * Projection
  34516. */
  34517. getTransformMatrix(): Matrix;
  34518. /**
  34519. * Sets the current transform matrix
  34520. * @param viewL defines the View matrix to use
  34521. * @param projectionL defines the Projection matrix to use
  34522. * @param viewR defines the right View matrix to use (if provided)
  34523. * @param projectionR defines the right Projection matrix to use (if provided)
  34524. */
  34525. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34526. /**
  34527. * Gets the uniform buffer used to store scene data
  34528. * @returns a UniformBuffer
  34529. */
  34530. getSceneUniformBuffer(): UniformBuffer;
  34531. /**
  34532. * Gets an unique (relatively to the current scene) Id
  34533. * @returns an unique number for the scene
  34534. */
  34535. getUniqueId(): number;
  34536. /**
  34537. * Add a mesh to the list of scene's meshes
  34538. * @param newMesh defines the mesh to add
  34539. * @param recursive if all child meshes should also be added to the scene
  34540. */
  34541. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34542. /**
  34543. * Remove a mesh for the list of scene's meshes
  34544. * @param toRemove defines the mesh to remove
  34545. * @param recursive if all child meshes should also be removed from the scene
  34546. * @returns the index where the mesh was in the mesh list
  34547. */
  34548. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34549. /**
  34550. * Add a transform node to the list of scene's transform nodes
  34551. * @param newTransformNode defines the transform node to add
  34552. */
  34553. addTransformNode(newTransformNode: TransformNode): void;
  34554. /**
  34555. * Remove a transform node for the list of scene's transform nodes
  34556. * @param toRemove defines the transform node to remove
  34557. * @returns the index where the transform node was in the transform node list
  34558. */
  34559. removeTransformNode(toRemove: TransformNode): number;
  34560. /**
  34561. * Remove a skeleton for the list of scene's skeletons
  34562. * @param toRemove defines the skeleton to remove
  34563. * @returns the index where the skeleton was in the skeleton list
  34564. */
  34565. removeSkeleton(toRemove: Skeleton): number;
  34566. /**
  34567. * Remove a morph target for the list of scene's morph targets
  34568. * @param toRemove defines the morph target to remove
  34569. * @returns the index where the morph target was in the morph target list
  34570. */
  34571. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34572. /**
  34573. * Remove a light for the list of scene's lights
  34574. * @param toRemove defines the light to remove
  34575. * @returns the index where the light was in the light list
  34576. */
  34577. removeLight(toRemove: Light): number;
  34578. /**
  34579. * Remove a camera for the list of scene's cameras
  34580. * @param toRemove defines the camera to remove
  34581. * @returns the index where the camera was in the camera list
  34582. */
  34583. removeCamera(toRemove: Camera): number;
  34584. /**
  34585. * Remove a particle system for the list of scene's particle systems
  34586. * @param toRemove defines the particle system to remove
  34587. * @returns the index where the particle system was in the particle system list
  34588. */
  34589. removeParticleSystem(toRemove: IParticleSystem): number;
  34590. /**
  34591. * Remove a animation for the list of scene's animations
  34592. * @param toRemove defines the animation to remove
  34593. * @returns the index where the animation was in the animation list
  34594. */
  34595. removeAnimation(toRemove: Animation): number;
  34596. /**
  34597. * Will stop the animation of the given target
  34598. * @param target - the target
  34599. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34600. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34601. */
  34602. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34603. /**
  34604. * Removes the given animation group from this scene.
  34605. * @param toRemove The animation group to remove
  34606. * @returns The index of the removed animation group
  34607. */
  34608. removeAnimationGroup(toRemove: AnimationGroup): number;
  34609. /**
  34610. * Removes the given multi-material from this scene.
  34611. * @param toRemove The multi-material to remove
  34612. * @returns The index of the removed multi-material
  34613. */
  34614. removeMultiMaterial(toRemove: MultiMaterial): number;
  34615. /**
  34616. * Removes the given material from this scene.
  34617. * @param toRemove The material to remove
  34618. * @returns The index of the removed material
  34619. */
  34620. removeMaterial(toRemove: Material): number;
  34621. /**
  34622. * Removes the given action manager from this scene.
  34623. * @param toRemove The action manager to remove
  34624. * @returns The index of the removed action manager
  34625. */
  34626. removeActionManager(toRemove: AbstractActionManager): number;
  34627. /**
  34628. * Removes the given texture from this scene.
  34629. * @param toRemove The texture to remove
  34630. * @returns The index of the removed texture
  34631. */
  34632. removeTexture(toRemove: BaseTexture): number;
  34633. /**
  34634. * Adds the given light to this scene
  34635. * @param newLight The light to add
  34636. */
  34637. addLight(newLight: Light): void;
  34638. /**
  34639. * Sorts the list list based on light priorities
  34640. */
  34641. sortLightsByPriority(): void;
  34642. /**
  34643. * Adds the given camera to this scene
  34644. * @param newCamera The camera to add
  34645. */
  34646. addCamera(newCamera: Camera): void;
  34647. /**
  34648. * Adds the given skeleton to this scene
  34649. * @param newSkeleton The skeleton to add
  34650. */
  34651. addSkeleton(newSkeleton: Skeleton): void;
  34652. /**
  34653. * Adds the given particle system to this scene
  34654. * @param newParticleSystem The particle system to add
  34655. */
  34656. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34657. /**
  34658. * Adds the given animation to this scene
  34659. * @param newAnimation The animation to add
  34660. */
  34661. addAnimation(newAnimation: Animation): void;
  34662. /**
  34663. * Adds the given animation group to this scene.
  34664. * @param newAnimationGroup The animation group to add
  34665. */
  34666. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34667. /**
  34668. * Adds the given multi-material to this scene
  34669. * @param newMultiMaterial The multi-material to add
  34670. */
  34671. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34672. /**
  34673. * Adds the given material to this scene
  34674. * @param newMaterial The material to add
  34675. */
  34676. addMaterial(newMaterial: Material): void;
  34677. /**
  34678. * Adds the given morph target to this scene
  34679. * @param newMorphTargetManager The morph target to add
  34680. */
  34681. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34682. /**
  34683. * Adds the given geometry to this scene
  34684. * @param newGeometry The geometry to add
  34685. */
  34686. addGeometry(newGeometry: Geometry): void;
  34687. /**
  34688. * Adds the given action manager to this scene
  34689. * @param newActionManager The action manager to add
  34690. */
  34691. addActionManager(newActionManager: AbstractActionManager): void;
  34692. /**
  34693. * Adds the given texture to this scene.
  34694. * @param newTexture The texture to add
  34695. */
  34696. addTexture(newTexture: BaseTexture): void;
  34697. /**
  34698. * Switch active camera
  34699. * @param newCamera defines the new active camera
  34700. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34701. */
  34702. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34703. /**
  34704. * sets the active camera of the scene using its ID
  34705. * @param id defines the camera's ID
  34706. * @return the new active camera or null if none found.
  34707. */
  34708. setActiveCameraByID(id: string): Nullable<Camera>;
  34709. /**
  34710. * sets the active camera of the scene using its name
  34711. * @param name defines the camera's name
  34712. * @returns the new active camera or null if none found.
  34713. */
  34714. setActiveCameraByName(name: string): Nullable<Camera>;
  34715. /**
  34716. * get an animation group using its name
  34717. * @param name defines the material's name
  34718. * @return the animation group or null if none found.
  34719. */
  34720. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34721. /**
  34722. * Get a material using its unique id
  34723. * @param uniqueId defines the material's unique id
  34724. * @return the material or null if none found.
  34725. */
  34726. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34727. /**
  34728. * get a material using its id
  34729. * @param id defines the material's ID
  34730. * @return the material or null if none found.
  34731. */
  34732. getMaterialByID(id: string): Nullable<Material>;
  34733. /**
  34734. * Gets a the last added material using a given id
  34735. * @param id defines the material's ID
  34736. * @return the last material with the given id or null if none found.
  34737. */
  34738. getLastMaterialByID(id: string): Nullable<Material>;
  34739. /**
  34740. * Gets a material using its name
  34741. * @param name defines the material's name
  34742. * @return the material or null if none found.
  34743. */
  34744. getMaterialByName(name: string): Nullable<Material>;
  34745. /**
  34746. * Gets a camera using its id
  34747. * @param id defines the id to look for
  34748. * @returns the camera or null if not found
  34749. */
  34750. getCameraByID(id: string): Nullable<Camera>;
  34751. /**
  34752. * Gets a camera using its unique id
  34753. * @param uniqueId defines the unique id to look for
  34754. * @returns the camera or null if not found
  34755. */
  34756. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34757. /**
  34758. * Gets a camera using its name
  34759. * @param name defines the camera's name
  34760. * @return the camera or null if none found.
  34761. */
  34762. getCameraByName(name: string): Nullable<Camera>;
  34763. /**
  34764. * Gets a bone using its id
  34765. * @param id defines the bone's id
  34766. * @return the bone or null if not found
  34767. */
  34768. getBoneByID(id: string): Nullable<Bone>;
  34769. /**
  34770. * Gets a bone using its id
  34771. * @param name defines the bone's name
  34772. * @return the bone or null if not found
  34773. */
  34774. getBoneByName(name: string): Nullable<Bone>;
  34775. /**
  34776. * Gets a light node using its name
  34777. * @param name defines the the light's name
  34778. * @return the light or null if none found.
  34779. */
  34780. getLightByName(name: string): Nullable<Light>;
  34781. /**
  34782. * Gets a light node using its id
  34783. * @param id defines the light's id
  34784. * @return the light or null if none found.
  34785. */
  34786. getLightByID(id: string): Nullable<Light>;
  34787. /**
  34788. * Gets a light node using its scene-generated unique ID
  34789. * @param uniqueId defines the light's unique id
  34790. * @return the light or null if none found.
  34791. */
  34792. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34793. /**
  34794. * Gets a particle system by id
  34795. * @param id defines the particle system id
  34796. * @return the corresponding system or null if none found
  34797. */
  34798. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34799. /**
  34800. * Gets a geometry using its ID
  34801. * @param id defines the geometry's id
  34802. * @return the geometry or null if none found.
  34803. */
  34804. getGeometryByID(id: string): Nullable<Geometry>;
  34805. private _getGeometryByUniqueID;
  34806. /**
  34807. * Add a new geometry to this scene
  34808. * @param geometry defines the geometry to be added to the scene.
  34809. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34810. * @return a boolean defining if the geometry was added or not
  34811. */
  34812. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34813. /**
  34814. * Removes an existing geometry
  34815. * @param geometry defines the geometry to be removed from the scene
  34816. * @return a boolean defining if the geometry was removed or not
  34817. */
  34818. removeGeometry(geometry: Geometry): boolean;
  34819. /**
  34820. * Gets the list of geometries attached to the scene
  34821. * @returns an array of Geometry
  34822. */
  34823. getGeometries(): Geometry[];
  34824. /**
  34825. * Gets the first added mesh found of a given ID
  34826. * @param id defines the id to search for
  34827. * @return the mesh found or null if not found at all
  34828. */
  34829. getMeshByID(id: string): Nullable<AbstractMesh>;
  34830. /**
  34831. * Gets a list of meshes using their id
  34832. * @param id defines the id to search for
  34833. * @returns a list of meshes
  34834. */
  34835. getMeshesByID(id: string): Array<AbstractMesh>;
  34836. /**
  34837. * Gets the first added transform node found of a given ID
  34838. * @param id defines the id to search for
  34839. * @return the found transform node or null if not found at all.
  34840. */
  34841. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34842. /**
  34843. * Gets a transform node with its auto-generated unique id
  34844. * @param uniqueId efines the unique id to search for
  34845. * @return the found transform node or null if not found at all.
  34846. */
  34847. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34848. /**
  34849. * Gets a list of transform nodes using their id
  34850. * @param id defines the id to search for
  34851. * @returns a list of transform nodes
  34852. */
  34853. getTransformNodesByID(id: string): Array<TransformNode>;
  34854. /**
  34855. * Gets a mesh with its auto-generated unique id
  34856. * @param uniqueId defines the unique id to search for
  34857. * @return the found mesh or null if not found at all.
  34858. */
  34859. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34860. /**
  34861. * Gets a the last added mesh using a given id
  34862. * @param id defines the id to search for
  34863. * @return the found mesh or null if not found at all.
  34864. */
  34865. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34866. /**
  34867. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34868. * @param id defines the id to search for
  34869. * @return the found node or null if not found at all
  34870. */
  34871. getLastEntryByID(id: string): Nullable<Node>;
  34872. /**
  34873. * Gets a node (Mesh, Camera, Light) using a given id
  34874. * @param id defines the id to search for
  34875. * @return the found node or null if not found at all
  34876. */
  34877. getNodeByID(id: string): Nullable<Node>;
  34878. /**
  34879. * Gets a node (Mesh, Camera, Light) using a given name
  34880. * @param name defines the name to search for
  34881. * @return the found node or null if not found at all.
  34882. */
  34883. getNodeByName(name: string): Nullable<Node>;
  34884. /**
  34885. * Gets a mesh using a given name
  34886. * @param name defines the name to search for
  34887. * @return the found mesh or null if not found at all.
  34888. */
  34889. getMeshByName(name: string): Nullable<AbstractMesh>;
  34890. /**
  34891. * Gets a transform node using a given name
  34892. * @param name defines the name to search for
  34893. * @return the found transform node or null if not found at all.
  34894. */
  34895. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34896. /**
  34897. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34898. * @param id defines the id to search for
  34899. * @return the found skeleton or null if not found at all.
  34900. */
  34901. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34902. /**
  34903. * Gets a skeleton using a given auto generated unique id
  34904. * @param uniqueId defines the unique id to search for
  34905. * @return the found skeleton or null if not found at all.
  34906. */
  34907. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34908. /**
  34909. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34910. * @param id defines the id to search for
  34911. * @return the found skeleton or null if not found at all.
  34912. */
  34913. getSkeletonById(id: string): Nullable<Skeleton>;
  34914. /**
  34915. * Gets a skeleton using a given name
  34916. * @param name defines the name to search for
  34917. * @return the found skeleton or null if not found at all.
  34918. */
  34919. getSkeletonByName(name: string): Nullable<Skeleton>;
  34920. /**
  34921. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34922. * @param id defines the id to search for
  34923. * @return the found morph target manager or null if not found at all.
  34924. */
  34925. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34926. /**
  34927. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34928. * @param id defines the id to search for
  34929. * @return the found morph target or null if not found at all.
  34930. */
  34931. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34932. /**
  34933. * Gets a boolean indicating if the given mesh is active
  34934. * @param mesh defines the mesh to look for
  34935. * @returns true if the mesh is in the active list
  34936. */
  34937. isActiveMesh(mesh: AbstractMesh): boolean;
  34938. /**
  34939. * Return a unique id as a string which can serve as an identifier for the scene
  34940. */
  34941. readonly uid: string;
  34942. /**
  34943. * Add an externaly attached data from its key.
  34944. * This method call will fail and return false, if such key already exists.
  34945. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  34946. * @param key the unique key that identifies the data
  34947. * @param data the data object to associate to the key for this Engine instance
  34948. * @return true if no such key were already present and the data was added successfully, false otherwise
  34949. */
  34950. addExternalData<T>(key: string, data: T): boolean;
  34951. /**
  34952. * Get an externaly attached data from its key
  34953. * @param key the unique key that identifies the data
  34954. * @return the associated data, if present (can be null), or undefined if not present
  34955. */
  34956. getExternalData<T>(key: string): Nullable<T>;
  34957. /**
  34958. * Get an externaly attached data from its key, create it using a factory if it's not already present
  34959. * @param key the unique key that identifies the data
  34960. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  34961. * @return the associated data, can be null if the factory returned null.
  34962. */
  34963. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  34964. /**
  34965. * Remove an externaly attached data from the Engine instance
  34966. * @param key the unique key that identifies the data
  34967. * @return true if the data was successfully removed, false if it doesn't exist
  34968. */
  34969. removeExternalData(key: string): boolean;
  34970. private _evaluateSubMesh;
  34971. /**
  34972. * Clear the processed materials smart array preventing retention point in material dispose.
  34973. */
  34974. freeProcessedMaterials(): void;
  34975. private _preventFreeActiveMeshesAndRenderingGroups;
  34976. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  34977. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  34978. * when disposing several meshes in a row or a hierarchy of meshes.
  34979. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  34980. */
  34981. blockfreeActiveMeshesAndRenderingGroups: boolean;
  34982. /**
  34983. * Clear the active meshes smart array preventing retention point in mesh dispose.
  34984. */
  34985. freeActiveMeshes(): void;
  34986. /**
  34987. * Clear the info related to rendering groups preventing retention points during dispose.
  34988. */
  34989. freeRenderingGroups(): void;
  34990. /** @hidden */
  34991. _isInIntermediateRendering(): boolean;
  34992. /**
  34993. * Lambda returning the list of potentially active meshes.
  34994. */
  34995. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  34996. /**
  34997. * Lambda returning the list of potentially active sub meshes.
  34998. */
  34999. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35000. /**
  35001. * Lambda returning the list of potentially intersecting sub meshes.
  35002. */
  35003. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35004. /**
  35005. * Lambda returning the list of potentially colliding sub meshes.
  35006. */
  35007. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35008. private _activeMeshesFrozen;
  35009. /**
  35010. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35011. * @returns the current scene
  35012. */
  35013. freezeActiveMeshes(): Scene;
  35014. /**
  35015. * Use this function to restart evaluating active meshes on every frame
  35016. * @returns the current scene
  35017. */
  35018. unfreezeActiveMeshes(): Scene;
  35019. private _evaluateActiveMeshes;
  35020. private _activeMesh;
  35021. /**
  35022. * Update the transform matrix to update from the current active camera
  35023. * @param force defines a boolean used to force the update even if cache is up to date
  35024. */
  35025. updateTransformMatrix(force?: boolean): void;
  35026. private _bindFrameBuffer;
  35027. /** @hidden */
  35028. _allowPostProcessClearColor: boolean;
  35029. /** @hidden */
  35030. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35031. private _processSubCameras;
  35032. private _checkIntersections;
  35033. /** @hidden */
  35034. _advancePhysicsEngineStep(step: number): void;
  35035. /**
  35036. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35037. */
  35038. getDeterministicFrameTime: () => number;
  35039. /** @hidden */
  35040. _animate(): void;
  35041. /** Execute all animations (for a frame) */
  35042. animate(): void;
  35043. /**
  35044. * Render the scene
  35045. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35046. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35047. */
  35048. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35049. /**
  35050. * Freeze all materials
  35051. * A frozen material will not be updatable but should be faster to render
  35052. */
  35053. freezeMaterials(): void;
  35054. /**
  35055. * Unfreeze all materials
  35056. * A frozen material will not be updatable but should be faster to render
  35057. */
  35058. unfreezeMaterials(): void;
  35059. /**
  35060. * Releases all held ressources
  35061. */
  35062. dispose(): void;
  35063. /**
  35064. * Gets if the scene is already disposed
  35065. */
  35066. readonly isDisposed: boolean;
  35067. /**
  35068. * Call this function to reduce memory footprint of the scene.
  35069. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35070. */
  35071. clearCachedVertexData(): void;
  35072. /**
  35073. * This function will remove the local cached buffer data from texture.
  35074. * It will save memory but will prevent the texture from being rebuilt
  35075. */
  35076. cleanCachedTextureBuffer(): void;
  35077. /**
  35078. * Get the world extend vectors with an optional filter
  35079. *
  35080. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35081. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35082. */
  35083. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35084. min: Vector3;
  35085. max: Vector3;
  35086. };
  35087. /**
  35088. * Creates a ray that can be used to pick in the scene
  35089. * @param x defines the x coordinate of the origin (on-screen)
  35090. * @param y defines the y coordinate of the origin (on-screen)
  35091. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35092. * @param camera defines the camera to use for the picking
  35093. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35094. * @returns a Ray
  35095. */
  35096. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35097. /**
  35098. * Creates a ray that can be used to pick in the scene
  35099. * @param x defines the x coordinate of the origin (on-screen)
  35100. * @param y defines the y coordinate of the origin (on-screen)
  35101. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35102. * @param result defines the ray where to store the picking ray
  35103. * @param camera defines the camera to use for the picking
  35104. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35105. * @returns the current scene
  35106. */
  35107. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35108. /**
  35109. * Creates a ray that can be used to pick in the scene
  35110. * @param x defines the x coordinate of the origin (on-screen)
  35111. * @param y defines the y coordinate of the origin (on-screen)
  35112. * @param camera defines the camera to use for the picking
  35113. * @returns a Ray
  35114. */
  35115. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35116. /**
  35117. * Creates a ray that can be used to pick in the scene
  35118. * @param x defines the x coordinate of the origin (on-screen)
  35119. * @param y defines the y coordinate of the origin (on-screen)
  35120. * @param result defines the ray where to store the picking ray
  35121. * @param camera defines the camera to use for the picking
  35122. * @returns the current scene
  35123. */
  35124. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35125. /** Launch a ray to try to pick a mesh in the scene
  35126. * @param x position on screen
  35127. * @param y position on screen
  35128. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35129. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35130. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35131. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35132. * @returns a PickingInfo
  35133. */
  35134. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35135. /** Use the given ray to pick a mesh in the scene
  35136. * @param ray The ray to use to pick meshes
  35137. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35138. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35139. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35140. * @returns a PickingInfo
  35141. */
  35142. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35143. /**
  35144. * Launch a ray to try to pick a mesh in the scene
  35145. * @param x X position on screen
  35146. * @param y Y position on screen
  35147. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35148. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35149. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35150. * @returns an array of PickingInfo
  35151. */
  35152. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35153. /**
  35154. * Launch a ray to try to pick a mesh in the scene
  35155. * @param ray Ray to use
  35156. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35157. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35158. * @returns an array of PickingInfo
  35159. */
  35160. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35161. /**
  35162. * Force the value of meshUnderPointer
  35163. * @param mesh defines the mesh to use
  35164. */
  35165. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35166. /**
  35167. * Gets the mesh under the pointer
  35168. * @returns a Mesh or null if no mesh is under the pointer
  35169. */
  35170. getPointerOverMesh(): Nullable<AbstractMesh>;
  35171. /** @hidden */
  35172. _rebuildGeometries(): void;
  35173. /** @hidden */
  35174. _rebuildTextures(): void;
  35175. private _getByTags;
  35176. /**
  35177. * Get a list of meshes by tags
  35178. * @param tagsQuery defines the tags query to use
  35179. * @param forEach defines a predicate used to filter results
  35180. * @returns an array of Mesh
  35181. */
  35182. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35183. /**
  35184. * Get a list of cameras by tags
  35185. * @param tagsQuery defines the tags query to use
  35186. * @param forEach defines a predicate used to filter results
  35187. * @returns an array of Camera
  35188. */
  35189. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35190. /**
  35191. * Get a list of lights by tags
  35192. * @param tagsQuery defines the tags query to use
  35193. * @param forEach defines a predicate used to filter results
  35194. * @returns an array of Light
  35195. */
  35196. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35197. /**
  35198. * Get a list of materials by tags
  35199. * @param tagsQuery defines the tags query to use
  35200. * @param forEach defines a predicate used to filter results
  35201. * @returns an array of Material
  35202. */
  35203. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35204. /**
  35205. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35206. * This allowed control for front to back rendering or reversly depending of the special needs.
  35207. *
  35208. * @param renderingGroupId The rendering group id corresponding to its index
  35209. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35210. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35211. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35212. */
  35213. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35214. /**
  35215. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35216. *
  35217. * @param renderingGroupId The rendering group id corresponding to its index
  35218. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35219. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35220. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35221. */
  35222. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35223. /**
  35224. * Gets the current auto clear configuration for one rendering group of the rendering
  35225. * manager.
  35226. * @param index the rendering group index to get the information for
  35227. * @returns The auto clear setup for the requested rendering group
  35228. */
  35229. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35230. private _blockMaterialDirtyMechanism;
  35231. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35232. blockMaterialDirtyMechanism: boolean;
  35233. /**
  35234. * Will flag all materials as dirty to trigger new shader compilation
  35235. * @param flag defines the flag used to specify which material part must be marked as dirty
  35236. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35237. */
  35238. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35239. /** @hidden */
  35240. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35241. /** @hidden */
  35242. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35243. }
  35244. }
  35245. declare module "babylonjs/assetContainer" {
  35246. import { AbstractScene } from "babylonjs/abstractScene";
  35247. import { Scene } from "babylonjs/scene";
  35248. import { Mesh } from "babylonjs/Meshes/mesh";
  35249. /**
  35250. * Set of assets to keep when moving a scene into an asset container.
  35251. */
  35252. export class KeepAssets extends AbstractScene {
  35253. }
  35254. /**
  35255. * Container with a set of assets that can be added or removed from a scene.
  35256. */
  35257. export class AssetContainer extends AbstractScene {
  35258. /**
  35259. * The scene the AssetContainer belongs to.
  35260. */
  35261. scene: Scene;
  35262. /**
  35263. * Instantiates an AssetContainer.
  35264. * @param scene The scene the AssetContainer belongs to.
  35265. */
  35266. constructor(scene: Scene);
  35267. /**
  35268. * Adds all the assets from the container to the scene.
  35269. */
  35270. addAllToScene(): void;
  35271. /**
  35272. * Removes all the assets in the container from the scene
  35273. */
  35274. removeAllFromScene(): void;
  35275. /**
  35276. * Disposes all the assets in the container
  35277. */
  35278. dispose(): void;
  35279. private _moveAssets;
  35280. /**
  35281. * Removes all the assets contained in the scene and adds them to the container.
  35282. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35283. */
  35284. moveAllFromScene(keepAssets?: KeepAssets): void;
  35285. /**
  35286. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35287. * @returns the root mesh
  35288. */
  35289. createRootMesh(): Mesh;
  35290. }
  35291. }
  35292. declare module "babylonjs/abstractScene" {
  35293. import { Scene } from "babylonjs/scene";
  35294. import { Nullable } from "babylonjs/types";
  35295. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35296. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35297. import { Geometry } from "babylonjs/Meshes/geometry";
  35298. import { Skeleton } from "babylonjs/Bones/skeleton";
  35299. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35300. import { AssetContainer } from "babylonjs/assetContainer";
  35301. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35302. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35304. import { Material } from "babylonjs/Materials/material";
  35305. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35306. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35307. import { Camera } from "babylonjs/Cameras/camera";
  35308. import { Light } from "babylonjs/Lights/light";
  35309. import { Node } from "babylonjs/node";
  35310. import { Animation } from "babylonjs/Animations/animation";
  35311. /**
  35312. * Defines how the parser contract is defined.
  35313. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35314. */
  35315. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35316. /**
  35317. * Defines how the individual parser contract is defined.
  35318. * These parser can parse an individual asset
  35319. */
  35320. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35321. /**
  35322. * Base class of the scene acting as a container for the different elements composing a scene.
  35323. * This class is dynamically extended by the different components of the scene increasing
  35324. * flexibility and reducing coupling
  35325. */
  35326. export abstract class AbstractScene {
  35327. /**
  35328. * Stores the list of available parsers in the application.
  35329. */
  35330. private static _BabylonFileParsers;
  35331. /**
  35332. * Stores the list of available individual parsers in the application.
  35333. */
  35334. private static _IndividualBabylonFileParsers;
  35335. /**
  35336. * Adds a parser in the list of available ones
  35337. * @param name Defines the name of the parser
  35338. * @param parser Defines the parser to add
  35339. */
  35340. static AddParser(name: string, parser: BabylonFileParser): void;
  35341. /**
  35342. * Gets a general parser from the list of avaialble ones
  35343. * @param name Defines the name of the parser
  35344. * @returns the requested parser or null
  35345. */
  35346. static GetParser(name: string): Nullable<BabylonFileParser>;
  35347. /**
  35348. * Adds n individual parser in the list of available ones
  35349. * @param name Defines the name of the parser
  35350. * @param parser Defines the parser to add
  35351. */
  35352. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35353. /**
  35354. * Gets an individual parser from the list of avaialble ones
  35355. * @param name Defines the name of the parser
  35356. * @returns the requested parser or null
  35357. */
  35358. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35359. /**
  35360. * Parser json data and populate both a scene and its associated container object
  35361. * @param jsonData Defines the data to parse
  35362. * @param scene Defines the scene to parse the data for
  35363. * @param container Defines the container attached to the parsing sequence
  35364. * @param rootUrl Defines the root url of the data
  35365. */
  35366. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35367. /**
  35368. * Gets the list of root nodes (ie. nodes with no parent)
  35369. */
  35370. rootNodes: Node[];
  35371. /** All of the cameras added to this scene
  35372. * @see http://doc.babylonjs.com/babylon101/cameras
  35373. */
  35374. cameras: Camera[];
  35375. /**
  35376. * All of the lights added to this scene
  35377. * @see http://doc.babylonjs.com/babylon101/lights
  35378. */
  35379. lights: Light[];
  35380. /**
  35381. * All of the (abstract) meshes added to this scene
  35382. */
  35383. meshes: AbstractMesh[];
  35384. /**
  35385. * The list of skeletons added to the scene
  35386. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35387. */
  35388. skeletons: Skeleton[];
  35389. /**
  35390. * All of the particle systems added to this scene
  35391. * @see http://doc.babylonjs.com/babylon101/particles
  35392. */
  35393. particleSystems: IParticleSystem[];
  35394. /**
  35395. * Gets a list of Animations associated with the scene
  35396. */
  35397. animations: Animation[];
  35398. /**
  35399. * All of the animation groups added to this scene
  35400. * @see http://doc.babylonjs.com/how_to/group
  35401. */
  35402. animationGroups: AnimationGroup[];
  35403. /**
  35404. * All of the multi-materials added to this scene
  35405. * @see http://doc.babylonjs.com/how_to/multi_materials
  35406. */
  35407. multiMaterials: MultiMaterial[];
  35408. /**
  35409. * All of the materials added to this scene
  35410. * In the context of a Scene, it is not supposed to be modified manually.
  35411. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35412. * Note also that the order of the Material wihin the array is not significant and might change.
  35413. * @see http://doc.babylonjs.com/babylon101/materials
  35414. */
  35415. materials: Material[];
  35416. /**
  35417. * The list of morph target managers added to the scene
  35418. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35419. */
  35420. morphTargetManagers: MorphTargetManager[];
  35421. /**
  35422. * The list of geometries used in the scene.
  35423. */
  35424. geometries: Geometry[];
  35425. /**
  35426. * All of the tranform nodes added to this scene
  35427. * In the context of a Scene, it is not supposed to be modified manually.
  35428. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35429. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35430. * @see http://doc.babylonjs.com/how_to/transformnode
  35431. */
  35432. transformNodes: TransformNode[];
  35433. /**
  35434. * ActionManagers available on the scene.
  35435. */
  35436. actionManagers: AbstractActionManager[];
  35437. /**
  35438. * Textures to keep.
  35439. */
  35440. textures: BaseTexture[];
  35441. /**
  35442. * Environment texture for the scene
  35443. */
  35444. environmentTexture: Nullable<BaseTexture>;
  35445. }
  35446. }
  35447. declare module "babylonjs/Audio/sound" {
  35448. import { Observable } from "babylonjs/Misc/observable";
  35449. import { Vector3 } from "babylonjs/Maths/math.vector";
  35450. import { Nullable } from "babylonjs/types";
  35451. import { Scene } from "babylonjs/scene";
  35452. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35453. /**
  35454. * Interface used to define options for Sound class
  35455. */
  35456. export interface ISoundOptions {
  35457. /**
  35458. * Does the sound autoplay once loaded.
  35459. */
  35460. autoplay?: boolean;
  35461. /**
  35462. * Does the sound loop after it finishes playing once.
  35463. */
  35464. loop?: boolean;
  35465. /**
  35466. * Sound's volume
  35467. */
  35468. volume?: number;
  35469. /**
  35470. * Is it a spatial sound?
  35471. */
  35472. spatialSound?: boolean;
  35473. /**
  35474. * Maximum distance to hear that sound
  35475. */
  35476. maxDistance?: number;
  35477. /**
  35478. * Uses user defined attenuation function
  35479. */
  35480. useCustomAttenuation?: boolean;
  35481. /**
  35482. * Define the roll off factor of spatial sounds.
  35483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35484. */
  35485. rolloffFactor?: number;
  35486. /**
  35487. * Define the reference distance the sound should be heard perfectly.
  35488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35489. */
  35490. refDistance?: number;
  35491. /**
  35492. * Define the distance attenuation model the sound will follow.
  35493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35494. */
  35495. distanceModel?: string;
  35496. /**
  35497. * Defines the playback speed (1 by default)
  35498. */
  35499. playbackRate?: number;
  35500. /**
  35501. * Defines if the sound is from a streaming source
  35502. */
  35503. streaming?: boolean;
  35504. /**
  35505. * Defines an optional length (in seconds) inside the sound file
  35506. */
  35507. length?: number;
  35508. /**
  35509. * Defines an optional offset (in seconds) inside the sound file
  35510. */
  35511. offset?: number;
  35512. /**
  35513. * If true, URLs will not be required to state the audio file codec to use.
  35514. */
  35515. skipCodecCheck?: boolean;
  35516. }
  35517. /**
  35518. * Defines a sound that can be played in the application.
  35519. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35521. */
  35522. export class Sound {
  35523. /**
  35524. * The name of the sound in the scene.
  35525. */
  35526. name: string;
  35527. /**
  35528. * Does the sound autoplay once loaded.
  35529. */
  35530. autoplay: boolean;
  35531. /**
  35532. * Does the sound loop after it finishes playing once.
  35533. */
  35534. loop: boolean;
  35535. /**
  35536. * Does the sound use a custom attenuation curve to simulate the falloff
  35537. * happening when the source gets further away from the camera.
  35538. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35539. */
  35540. useCustomAttenuation: boolean;
  35541. /**
  35542. * The sound track id this sound belongs to.
  35543. */
  35544. soundTrackId: number;
  35545. /**
  35546. * Is this sound currently played.
  35547. */
  35548. isPlaying: boolean;
  35549. /**
  35550. * Is this sound currently paused.
  35551. */
  35552. isPaused: boolean;
  35553. /**
  35554. * Does this sound enables spatial sound.
  35555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35556. */
  35557. spatialSound: boolean;
  35558. /**
  35559. * Define the reference distance the sound should be heard perfectly.
  35560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35561. */
  35562. refDistance: number;
  35563. /**
  35564. * Define the roll off factor of spatial sounds.
  35565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35566. */
  35567. rolloffFactor: number;
  35568. /**
  35569. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35571. */
  35572. maxDistance: number;
  35573. /**
  35574. * Define the distance attenuation model the sound will follow.
  35575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35576. */
  35577. distanceModel: string;
  35578. /**
  35579. * @hidden
  35580. * Back Compat
  35581. **/
  35582. onended: () => any;
  35583. /**
  35584. * Observable event when the current playing sound finishes.
  35585. */
  35586. onEndedObservable: Observable<Sound>;
  35587. private _panningModel;
  35588. private _playbackRate;
  35589. private _streaming;
  35590. private _startTime;
  35591. private _startOffset;
  35592. private _position;
  35593. /** @hidden */
  35594. _positionInEmitterSpace: boolean;
  35595. private _localDirection;
  35596. private _volume;
  35597. private _isReadyToPlay;
  35598. private _isDirectional;
  35599. private _readyToPlayCallback;
  35600. private _audioBuffer;
  35601. private _soundSource;
  35602. private _streamingSource;
  35603. private _soundPanner;
  35604. private _soundGain;
  35605. private _inputAudioNode;
  35606. private _outputAudioNode;
  35607. private _coneInnerAngle;
  35608. private _coneOuterAngle;
  35609. private _coneOuterGain;
  35610. private _scene;
  35611. private _connectedTransformNode;
  35612. private _customAttenuationFunction;
  35613. private _registerFunc;
  35614. private _isOutputConnected;
  35615. private _htmlAudioElement;
  35616. private _urlType;
  35617. private _length?;
  35618. private _offset?;
  35619. /** @hidden */
  35620. static _SceneComponentInitialization: (scene: Scene) => void;
  35621. /**
  35622. * Create a sound and attach it to a scene
  35623. * @param name Name of your sound
  35624. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35625. * @param scene defines the scene the sound belongs to
  35626. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35627. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35628. */
  35629. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35630. /**
  35631. * Release the sound and its associated resources
  35632. */
  35633. dispose(): void;
  35634. /**
  35635. * Gets if the sounds is ready to be played or not.
  35636. * @returns true if ready, otherwise false
  35637. */
  35638. isReady(): boolean;
  35639. private _soundLoaded;
  35640. /**
  35641. * Sets the data of the sound from an audiobuffer
  35642. * @param audioBuffer The audioBuffer containing the data
  35643. */
  35644. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35645. /**
  35646. * Updates the current sounds options such as maxdistance, loop...
  35647. * @param options A JSON object containing values named as the object properties
  35648. */
  35649. updateOptions(options: ISoundOptions): void;
  35650. private _createSpatialParameters;
  35651. private _updateSpatialParameters;
  35652. /**
  35653. * Switch the panning model to HRTF:
  35654. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35655. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35656. */
  35657. switchPanningModelToHRTF(): void;
  35658. /**
  35659. * Switch the panning model to Equal Power:
  35660. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35662. */
  35663. switchPanningModelToEqualPower(): void;
  35664. private _switchPanningModel;
  35665. /**
  35666. * Connect this sound to a sound track audio node like gain...
  35667. * @param soundTrackAudioNode the sound track audio node to connect to
  35668. */
  35669. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35670. /**
  35671. * Transform this sound into a directional source
  35672. * @param coneInnerAngle Size of the inner cone in degree
  35673. * @param coneOuterAngle Size of the outer cone in degree
  35674. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35675. */
  35676. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35677. /**
  35678. * Gets or sets the inner angle for the directional cone.
  35679. */
  35680. /**
  35681. * Gets or sets the inner angle for the directional cone.
  35682. */
  35683. directionalConeInnerAngle: number;
  35684. /**
  35685. * Gets or sets the outer angle for the directional cone.
  35686. */
  35687. /**
  35688. * Gets or sets the outer angle for the directional cone.
  35689. */
  35690. directionalConeOuterAngle: number;
  35691. /**
  35692. * Sets the position of the emitter if spatial sound is enabled
  35693. * @param newPosition Defines the new posisiton
  35694. */
  35695. setPosition(newPosition: Vector3): void;
  35696. /**
  35697. * Sets the local direction of the emitter if spatial sound is enabled
  35698. * @param newLocalDirection Defines the new local direction
  35699. */
  35700. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35701. private _updateDirection;
  35702. /** @hidden */
  35703. updateDistanceFromListener(): void;
  35704. /**
  35705. * Sets a new custom attenuation function for the sound.
  35706. * @param callback Defines the function used for the attenuation
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35708. */
  35709. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35710. /**
  35711. * Play the sound
  35712. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35713. * @param offset (optional) Start the sound at a specific time in seconds
  35714. * @param length (optional) Sound duration (in seconds)
  35715. */
  35716. play(time?: number, offset?: number, length?: number): void;
  35717. private _onended;
  35718. /**
  35719. * Stop the sound
  35720. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35721. */
  35722. stop(time?: number): void;
  35723. /**
  35724. * Put the sound in pause
  35725. */
  35726. pause(): void;
  35727. /**
  35728. * Sets a dedicated volume for this sounds
  35729. * @param newVolume Define the new volume of the sound
  35730. * @param time Define time for gradual change to new volume
  35731. */
  35732. setVolume(newVolume: number, time?: number): void;
  35733. /**
  35734. * Set the sound play back rate
  35735. * @param newPlaybackRate Define the playback rate the sound should be played at
  35736. */
  35737. setPlaybackRate(newPlaybackRate: number): void;
  35738. /**
  35739. * Gets the volume of the sound.
  35740. * @returns the volume of the sound
  35741. */
  35742. getVolume(): number;
  35743. /**
  35744. * Attach the sound to a dedicated mesh
  35745. * @param transformNode The transform node to connect the sound with
  35746. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35747. */
  35748. attachToMesh(transformNode: TransformNode): void;
  35749. /**
  35750. * Detach the sound from the previously attached mesh
  35751. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35752. */
  35753. detachFromMesh(): void;
  35754. private _onRegisterAfterWorldMatrixUpdate;
  35755. /**
  35756. * Clone the current sound in the scene.
  35757. * @returns the new sound clone
  35758. */
  35759. clone(): Nullable<Sound>;
  35760. /**
  35761. * Gets the current underlying audio buffer containing the data
  35762. * @returns the audio buffer
  35763. */
  35764. getAudioBuffer(): Nullable<AudioBuffer>;
  35765. /**
  35766. * Serializes the Sound in a JSON representation
  35767. * @returns the JSON representation of the sound
  35768. */
  35769. serialize(): any;
  35770. /**
  35771. * Parse a JSON representation of a sound to innstantiate in a given scene
  35772. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35773. * @param scene Define the scene the new parsed sound should be created in
  35774. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35775. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35776. * @returns the newly parsed sound
  35777. */
  35778. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35779. }
  35780. }
  35781. declare module "babylonjs/Actions/directAudioActions" {
  35782. import { Action } from "babylonjs/Actions/action";
  35783. import { Condition } from "babylonjs/Actions/condition";
  35784. import { Sound } from "babylonjs/Audio/sound";
  35785. /**
  35786. * This defines an action helpful to play a defined sound on a triggered action.
  35787. */
  35788. export class PlaySoundAction extends Action {
  35789. private _sound;
  35790. /**
  35791. * Instantiate the action
  35792. * @param triggerOptions defines the trigger options
  35793. * @param sound defines the sound to play
  35794. * @param condition defines the trigger related conditions
  35795. */
  35796. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35797. /** @hidden */
  35798. _prepare(): void;
  35799. /**
  35800. * Execute the action and play the sound.
  35801. */
  35802. execute(): void;
  35803. /**
  35804. * Serializes the actions and its related information.
  35805. * @param parent defines the object to serialize in
  35806. * @returns the serialized object
  35807. */
  35808. serialize(parent: any): any;
  35809. }
  35810. /**
  35811. * This defines an action helpful to stop a defined sound on a triggered action.
  35812. */
  35813. export class StopSoundAction extends Action {
  35814. private _sound;
  35815. /**
  35816. * Instantiate the action
  35817. * @param triggerOptions defines the trigger options
  35818. * @param sound defines the sound to stop
  35819. * @param condition defines the trigger related conditions
  35820. */
  35821. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35822. /** @hidden */
  35823. _prepare(): void;
  35824. /**
  35825. * Execute the action and stop the sound.
  35826. */
  35827. execute(): void;
  35828. /**
  35829. * Serializes the actions and its related information.
  35830. * @param parent defines the object to serialize in
  35831. * @returns the serialized object
  35832. */
  35833. serialize(parent: any): any;
  35834. }
  35835. }
  35836. declare module "babylonjs/Actions/interpolateValueAction" {
  35837. import { Action } from "babylonjs/Actions/action";
  35838. import { Condition } from "babylonjs/Actions/condition";
  35839. import { Observable } from "babylonjs/Misc/observable";
  35840. /**
  35841. * This defines an action responsible to change the value of a property
  35842. * by interpolating between its current value and the newly set one once triggered.
  35843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35844. */
  35845. export class InterpolateValueAction extends Action {
  35846. /**
  35847. * Defines the path of the property where the value should be interpolated
  35848. */
  35849. propertyPath: string;
  35850. /**
  35851. * Defines the target value at the end of the interpolation.
  35852. */
  35853. value: any;
  35854. /**
  35855. * Defines the time it will take for the property to interpolate to the value.
  35856. */
  35857. duration: number;
  35858. /**
  35859. * Defines if the other scene animations should be stopped when the action has been triggered
  35860. */
  35861. stopOtherAnimations?: boolean;
  35862. /**
  35863. * Defines a callback raised once the interpolation animation has been done.
  35864. */
  35865. onInterpolationDone?: () => void;
  35866. /**
  35867. * Observable triggered once the interpolation animation has been done.
  35868. */
  35869. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35870. private _target;
  35871. private _effectiveTarget;
  35872. private _property;
  35873. /**
  35874. * Instantiate the action
  35875. * @param triggerOptions defines the trigger options
  35876. * @param target defines the object containing the value to interpolate
  35877. * @param propertyPath defines the path to the property in the target object
  35878. * @param value defines the target value at the end of the interpolation
  35879. * @param duration deines the time it will take for the property to interpolate to the value.
  35880. * @param condition defines the trigger related conditions
  35881. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35882. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35883. */
  35884. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35885. /** @hidden */
  35886. _prepare(): void;
  35887. /**
  35888. * Execute the action starts the value interpolation.
  35889. */
  35890. execute(): void;
  35891. /**
  35892. * Serializes the actions and its related information.
  35893. * @param parent defines the object to serialize in
  35894. * @returns the serialized object
  35895. */
  35896. serialize(parent: any): any;
  35897. }
  35898. }
  35899. declare module "babylonjs/Actions/index" {
  35900. export * from "babylonjs/Actions/action";
  35901. export * from "babylonjs/Actions/actionEvent";
  35902. export * from "babylonjs/Actions/actionManager";
  35903. export * from "babylonjs/Actions/condition";
  35904. export * from "babylonjs/Actions/directActions";
  35905. export * from "babylonjs/Actions/directAudioActions";
  35906. export * from "babylonjs/Actions/interpolateValueAction";
  35907. }
  35908. declare module "babylonjs/Animations/index" {
  35909. export * from "babylonjs/Animations/animatable";
  35910. export * from "babylonjs/Animations/animation";
  35911. export * from "babylonjs/Animations/animationGroup";
  35912. export * from "babylonjs/Animations/animationPropertiesOverride";
  35913. export * from "babylonjs/Animations/easing";
  35914. export * from "babylonjs/Animations/runtimeAnimation";
  35915. export * from "babylonjs/Animations/animationEvent";
  35916. export * from "babylonjs/Animations/animationGroup";
  35917. export * from "babylonjs/Animations/animationKey";
  35918. export * from "babylonjs/Animations/animationRange";
  35919. export * from "babylonjs/Animations/animatable.interface";
  35920. }
  35921. declare module "babylonjs/Audio/soundTrack" {
  35922. import { Sound } from "babylonjs/Audio/sound";
  35923. import { Analyser } from "babylonjs/Audio/analyser";
  35924. import { Scene } from "babylonjs/scene";
  35925. /**
  35926. * Options allowed during the creation of a sound track.
  35927. */
  35928. export interface ISoundTrackOptions {
  35929. /**
  35930. * The volume the sound track should take during creation
  35931. */
  35932. volume?: number;
  35933. /**
  35934. * Define if the sound track is the main sound track of the scene
  35935. */
  35936. mainTrack?: boolean;
  35937. }
  35938. /**
  35939. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35940. * It will be also used in a future release to apply effects on a specific track.
  35941. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35942. */
  35943. export class SoundTrack {
  35944. /**
  35945. * The unique identifier of the sound track in the scene.
  35946. */
  35947. id: number;
  35948. /**
  35949. * The list of sounds included in the sound track.
  35950. */
  35951. soundCollection: Array<Sound>;
  35952. private _outputAudioNode;
  35953. private _scene;
  35954. private _isMainTrack;
  35955. private _connectedAnalyser;
  35956. private _options;
  35957. private _isInitialized;
  35958. /**
  35959. * Creates a new sound track.
  35960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  35961. * @param scene Define the scene the sound track belongs to
  35962. * @param options
  35963. */
  35964. constructor(scene: Scene, options?: ISoundTrackOptions);
  35965. private _initializeSoundTrackAudioGraph;
  35966. /**
  35967. * Release the sound track and its associated resources
  35968. */
  35969. dispose(): void;
  35970. /**
  35971. * Adds a sound to this sound track
  35972. * @param sound define the cound to add
  35973. * @ignoreNaming
  35974. */
  35975. AddSound(sound: Sound): void;
  35976. /**
  35977. * Removes a sound to this sound track
  35978. * @param sound define the cound to remove
  35979. * @ignoreNaming
  35980. */
  35981. RemoveSound(sound: Sound): void;
  35982. /**
  35983. * Set a global volume for the full sound track.
  35984. * @param newVolume Define the new volume of the sound track
  35985. */
  35986. setVolume(newVolume: number): void;
  35987. /**
  35988. * Switch the panning model to HRTF:
  35989. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35991. */
  35992. switchPanningModelToHRTF(): void;
  35993. /**
  35994. * Switch the panning model to Equal Power:
  35995. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35997. */
  35998. switchPanningModelToEqualPower(): void;
  35999. /**
  36000. * Connect the sound track to an audio analyser allowing some amazing
  36001. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36003. * @param analyser The analyser to connect to the engine
  36004. */
  36005. connectToAnalyser(analyser: Analyser): void;
  36006. }
  36007. }
  36008. declare module "babylonjs/Audio/audioSceneComponent" {
  36009. import { Sound } from "babylonjs/Audio/sound";
  36010. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36011. import { Nullable } from "babylonjs/types";
  36012. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36013. import { Scene } from "babylonjs/scene";
  36014. import { AbstractScene } from "babylonjs/abstractScene";
  36015. module "babylonjs/abstractScene" {
  36016. interface AbstractScene {
  36017. /**
  36018. * The list of sounds used in the scene.
  36019. */
  36020. sounds: Nullable<Array<Sound>>;
  36021. }
  36022. }
  36023. module "babylonjs/scene" {
  36024. interface Scene {
  36025. /**
  36026. * @hidden
  36027. * Backing field
  36028. */
  36029. _mainSoundTrack: SoundTrack;
  36030. /**
  36031. * The main sound track played by the scene.
  36032. * It cotains your primary collection of sounds.
  36033. */
  36034. mainSoundTrack: SoundTrack;
  36035. /**
  36036. * The list of sound tracks added to the scene
  36037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36038. */
  36039. soundTracks: Nullable<Array<SoundTrack>>;
  36040. /**
  36041. * Gets a sound using a given name
  36042. * @param name defines the name to search for
  36043. * @return the found sound or null if not found at all.
  36044. */
  36045. getSoundByName(name: string): Nullable<Sound>;
  36046. /**
  36047. * Gets or sets if audio support is enabled
  36048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36049. */
  36050. audioEnabled: boolean;
  36051. /**
  36052. * Gets or sets if audio will be output to headphones
  36053. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36054. */
  36055. headphone: boolean;
  36056. }
  36057. }
  36058. /**
  36059. * Defines the sound scene component responsible to manage any sounds
  36060. * in a given scene.
  36061. */
  36062. export class AudioSceneComponent implements ISceneSerializableComponent {
  36063. /**
  36064. * The component name helpfull to identify the component in the list of scene components.
  36065. */
  36066. readonly name: string;
  36067. /**
  36068. * The scene the component belongs to.
  36069. */
  36070. scene: Scene;
  36071. private _audioEnabled;
  36072. /**
  36073. * Gets whether audio is enabled or not.
  36074. * Please use related enable/disable method to switch state.
  36075. */
  36076. readonly audioEnabled: boolean;
  36077. private _headphone;
  36078. /**
  36079. * Gets whether audio is outputing to headphone or not.
  36080. * Please use the according Switch methods to change output.
  36081. */
  36082. readonly headphone: boolean;
  36083. /**
  36084. * Creates a new instance of the component for the given scene
  36085. * @param scene Defines the scene to register the component in
  36086. */
  36087. constructor(scene: Scene);
  36088. /**
  36089. * Registers the component in a given scene
  36090. */
  36091. register(): void;
  36092. /**
  36093. * Rebuilds the elements related to this component in case of
  36094. * context lost for instance.
  36095. */
  36096. rebuild(): void;
  36097. /**
  36098. * Serializes the component data to the specified json object
  36099. * @param serializationObject The object to serialize to
  36100. */
  36101. serialize(serializationObject: any): void;
  36102. /**
  36103. * Adds all the elements from the container to the scene
  36104. * @param container the container holding the elements
  36105. */
  36106. addFromContainer(container: AbstractScene): void;
  36107. /**
  36108. * Removes all the elements in the container from the scene
  36109. * @param container contains the elements to remove
  36110. * @param dispose if the removed element should be disposed (default: false)
  36111. */
  36112. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36113. /**
  36114. * Disposes the component and the associated ressources.
  36115. */
  36116. dispose(): void;
  36117. /**
  36118. * Disables audio in the associated scene.
  36119. */
  36120. disableAudio(): void;
  36121. /**
  36122. * Enables audio in the associated scene.
  36123. */
  36124. enableAudio(): void;
  36125. /**
  36126. * Switch audio to headphone output.
  36127. */
  36128. switchAudioModeForHeadphones(): void;
  36129. /**
  36130. * Switch audio to normal speakers.
  36131. */
  36132. switchAudioModeForNormalSpeakers(): void;
  36133. private _afterRender;
  36134. }
  36135. }
  36136. declare module "babylonjs/Audio/weightedsound" {
  36137. import { Sound } from "babylonjs/Audio/sound";
  36138. /**
  36139. * Wraps one or more Sound objects and selects one with random weight for playback.
  36140. */
  36141. export class WeightedSound {
  36142. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36143. loop: boolean;
  36144. private _coneInnerAngle;
  36145. private _coneOuterAngle;
  36146. private _volume;
  36147. /** A Sound is currently playing. */
  36148. isPlaying: boolean;
  36149. /** A Sound is currently paused. */
  36150. isPaused: boolean;
  36151. private _sounds;
  36152. private _weights;
  36153. private _currentIndex?;
  36154. /**
  36155. * Creates a new WeightedSound from the list of sounds given.
  36156. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36157. * @param sounds Array of Sounds that will be selected from.
  36158. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36159. */
  36160. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36161. /**
  36162. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36163. */
  36164. /**
  36165. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36166. */
  36167. directionalConeInnerAngle: number;
  36168. /**
  36169. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36170. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36171. */
  36172. /**
  36173. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36174. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36175. */
  36176. directionalConeOuterAngle: number;
  36177. /**
  36178. * Playback volume.
  36179. */
  36180. /**
  36181. * Playback volume.
  36182. */
  36183. volume: number;
  36184. private _onended;
  36185. /**
  36186. * Suspend playback
  36187. */
  36188. pause(): void;
  36189. /**
  36190. * Stop playback
  36191. */
  36192. stop(): void;
  36193. /**
  36194. * Start playback.
  36195. * @param startOffset Position the clip head at a specific time in seconds.
  36196. */
  36197. play(startOffset?: number): void;
  36198. }
  36199. }
  36200. declare module "babylonjs/Audio/index" {
  36201. export * from "babylonjs/Audio/analyser";
  36202. export * from "babylonjs/Audio/audioEngine";
  36203. export * from "babylonjs/Audio/audioSceneComponent";
  36204. export * from "babylonjs/Audio/sound";
  36205. export * from "babylonjs/Audio/soundTrack";
  36206. export * from "babylonjs/Audio/weightedsound";
  36207. }
  36208. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36209. import { Behavior } from "babylonjs/Behaviors/behavior";
  36210. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36211. import { BackEase } from "babylonjs/Animations/easing";
  36212. /**
  36213. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36214. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36215. */
  36216. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36217. /**
  36218. * Gets the name of the behavior.
  36219. */
  36220. readonly name: string;
  36221. /**
  36222. * The easing function used by animations
  36223. */
  36224. static EasingFunction: BackEase;
  36225. /**
  36226. * The easing mode used by animations
  36227. */
  36228. static EasingMode: number;
  36229. /**
  36230. * The duration of the animation, in milliseconds
  36231. */
  36232. transitionDuration: number;
  36233. /**
  36234. * Length of the distance animated by the transition when lower radius is reached
  36235. */
  36236. lowerRadiusTransitionRange: number;
  36237. /**
  36238. * Length of the distance animated by the transition when upper radius is reached
  36239. */
  36240. upperRadiusTransitionRange: number;
  36241. private _autoTransitionRange;
  36242. /**
  36243. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36244. */
  36245. /**
  36246. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36247. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36248. */
  36249. autoTransitionRange: boolean;
  36250. private _attachedCamera;
  36251. private _onAfterCheckInputsObserver;
  36252. private _onMeshTargetChangedObserver;
  36253. /**
  36254. * Initializes the behavior.
  36255. */
  36256. init(): void;
  36257. /**
  36258. * Attaches the behavior to its arc rotate camera.
  36259. * @param camera Defines the camera to attach the behavior to
  36260. */
  36261. attach(camera: ArcRotateCamera): void;
  36262. /**
  36263. * Detaches the behavior from its current arc rotate camera.
  36264. */
  36265. detach(): void;
  36266. private _radiusIsAnimating;
  36267. private _radiusBounceTransition;
  36268. private _animatables;
  36269. private _cachedWheelPrecision;
  36270. /**
  36271. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36272. * @param radiusLimit The limit to check against.
  36273. * @return Bool to indicate if at limit.
  36274. */
  36275. private _isRadiusAtLimit;
  36276. /**
  36277. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36278. * @param radiusDelta The delta by which to animate to. Can be negative.
  36279. */
  36280. private _applyBoundRadiusAnimation;
  36281. /**
  36282. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36283. */
  36284. protected _clearAnimationLocks(): void;
  36285. /**
  36286. * Stops and removes all animations that have been applied to the camera
  36287. */
  36288. stopAllAnimations(): void;
  36289. }
  36290. }
  36291. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36292. import { Behavior } from "babylonjs/Behaviors/behavior";
  36293. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36294. import { ExponentialEase } from "babylonjs/Animations/easing";
  36295. import { Nullable } from "babylonjs/types";
  36296. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36297. import { Vector3 } from "babylonjs/Maths/math.vector";
  36298. /**
  36299. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36300. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36301. */
  36302. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36303. /**
  36304. * Gets the name of the behavior.
  36305. */
  36306. readonly name: string;
  36307. private _mode;
  36308. private _radiusScale;
  36309. private _positionScale;
  36310. private _defaultElevation;
  36311. private _elevationReturnTime;
  36312. private _elevationReturnWaitTime;
  36313. private _zoomStopsAnimation;
  36314. private _framingTime;
  36315. /**
  36316. * The easing function used by animations
  36317. */
  36318. static EasingFunction: ExponentialEase;
  36319. /**
  36320. * The easing mode used by animations
  36321. */
  36322. static EasingMode: number;
  36323. /**
  36324. * Sets the current mode used by the behavior
  36325. */
  36326. /**
  36327. * Gets current mode used by the behavior.
  36328. */
  36329. mode: number;
  36330. /**
  36331. * Sets the scale applied to the radius (1 by default)
  36332. */
  36333. /**
  36334. * Gets the scale applied to the radius
  36335. */
  36336. radiusScale: number;
  36337. /**
  36338. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36339. */
  36340. /**
  36341. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36342. */
  36343. positionScale: number;
  36344. /**
  36345. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36346. * behaviour is triggered, in radians.
  36347. */
  36348. /**
  36349. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36350. * behaviour is triggered, in radians.
  36351. */
  36352. defaultElevation: number;
  36353. /**
  36354. * Sets the time (in milliseconds) taken to return to the default beta position.
  36355. * Negative value indicates camera should not return to default.
  36356. */
  36357. /**
  36358. * Gets the time (in milliseconds) taken to return to the default beta position.
  36359. * Negative value indicates camera should not return to default.
  36360. */
  36361. elevationReturnTime: number;
  36362. /**
  36363. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36364. */
  36365. /**
  36366. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36367. */
  36368. elevationReturnWaitTime: number;
  36369. /**
  36370. * Sets the flag that indicates if user zooming should stop animation.
  36371. */
  36372. /**
  36373. * Gets the flag that indicates if user zooming should stop animation.
  36374. */
  36375. zoomStopsAnimation: boolean;
  36376. /**
  36377. * Sets the transition time when framing the mesh, in milliseconds
  36378. */
  36379. /**
  36380. * Gets the transition time when framing the mesh, in milliseconds
  36381. */
  36382. framingTime: number;
  36383. /**
  36384. * Define if the behavior should automatically change the configured
  36385. * camera limits and sensibilities.
  36386. */
  36387. autoCorrectCameraLimitsAndSensibility: boolean;
  36388. private _onPrePointerObservableObserver;
  36389. private _onAfterCheckInputsObserver;
  36390. private _onMeshTargetChangedObserver;
  36391. private _attachedCamera;
  36392. private _isPointerDown;
  36393. private _lastInteractionTime;
  36394. /**
  36395. * Initializes the behavior.
  36396. */
  36397. init(): void;
  36398. /**
  36399. * Attaches the behavior to its arc rotate camera.
  36400. * @param camera Defines the camera to attach the behavior to
  36401. */
  36402. attach(camera: ArcRotateCamera): void;
  36403. /**
  36404. * Detaches the behavior from its current arc rotate camera.
  36405. */
  36406. detach(): void;
  36407. private _animatables;
  36408. private _betaIsAnimating;
  36409. private _betaTransition;
  36410. private _radiusTransition;
  36411. private _vectorTransition;
  36412. /**
  36413. * Targets the given mesh and updates zoom level accordingly.
  36414. * @param mesh The mesh to target.
  36415. * @param radius Optional. If a cached radius position already exists, overrides default.
  36416. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36417. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36418. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36419. */
  36420. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36421. /**
  36422. * Targets the given mesh with its children and updates zoom level accordingly.
  36423. * @param mesh The mesh to target.
  36424. * @param radius Optional. If a cached radius position already exists, overrides default.
  36425. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36426. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36427. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36428. */
  36429. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36430. /**
  36431. * Targets the given meshes with their children and updates zoom level accordingly.
  36432. * @param meshes The mesh to target.
  36433. * @param radius Optional. If a cached radius position already exists, overrides default.
  36434. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36435. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36436. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36437. */
  36438. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36439. /**
  36440. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36441. * @param minimumWorld Determines the smaller position of the bounding box extend
  36442. * @param maximumWorld Determines the bigger position of the bounding box extend
  36443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36445. */
  36446. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36447. /**
  36448. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36449. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36450. * frustum width.
  36451. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36452. * to fully enclose the mesh in the viewing frustum.
  36453. */
  36454. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36455. /**
  36456. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36457. * is automatically returned to its default position (expected to be above ground plane).
  36458. */
  36459. private _maintainCameraAboveGround;
  36460. /**
  36461. * Returns the frustum slope based on the canvas ratio and camera FOV
  36462. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36463. */
  36464. private _getFrustumSlope;
  36465. /**
  36466. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36467. */
  36468. private _clearAnimationLocks;
  36469. /**
  36470. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36471. */
  36472. private _applyUserInteraction;
  36473. /**
  36474. * Stops and removes all animations that have been applied to the camera
  36475. */
  36476. stopAllAnimations(): void;
  36477. /**
  36478. * Gets a value indicating if the user is moving the camera
  36479. */
  36480. readonly isUserIsMoving: boolean;
  36481. /**
  36482. * The camera can move all the way towards the mesh.
  36483. */
  36484. static IgnoreBoundsSizeMode: number;
  36485. /**
  36486. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36487. */
  36488. static FitFrustumSidesMode: number;
  36489. }
  36490. }
  36491. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36492. import { Nullable } from "babylonjs/types";
  36493. import { Camera } from "babylonjs/Cameras/camera";
  36494. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36495. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36496. /**
  36497. * Base class for Camera Pointer Inputs.
  36498. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36499. * for example usage.
  36500. */
  36501. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36502. /**
  36503. * Defines the camera the input is attached to.
  36504. */
  36505. abstract camera: Camera;
  36506. /**
  36507. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36508. */
  36509. protected _altKey: boolean;
  36510. protected _ctrlKey: boolean;
  36511. protected _metaKey: boolean;
  36512. protected _shiftKey: boolean;
  36513. /**
  36514. * Which mouse buttons were pressed at time of last mouse event.
  36515. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36516. */
  36517. protected _buttonsPressed: number;
  36518. /**
  36519. * Defines the buttons associated with the input to handle camera move.
  36520. */
  36521. buttons: number[];
  36522. /**
  36523. * Attach the input controls to a specific dom element to get the input from.
  36524. * @param element Defines the element the controls should be listened from
  36525. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36526. */
  36527. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36528. /**
  36529. * Detach the current controls from the specified dom element.
  36530. * @param element Defines the element to stop listening the inputs from
  36531. */
  36532. detachControl(element: Nullable<HTMLElement>): void;
  36533. /**
  36534. * Gets the class name of the current input.
  36535. * @returns the class name
  36536. */
  36537. getClassName(): string;
  36538. /**
  36539. * Get the friendly name associated with the input class.
  36540. * @returns the input friendly name
  36541. */
  36542. getSimpleName(): string;
  36543. /**
  36544. * Called on pointer POINTERDOUBLETAP event.
  36545. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36546. */
  36547. protected onDoubleTap(type: string): void;
  36548. /**
  36549. * Called on pointer POINTERMOVE event if only a single touch is active.
  36550. * Override this method to provide functionality.
  36551. */
  36552. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36553. /**
  36554. * Called on pointer POINTERMOVE event if multiple touches are active.
  36555. * Override this method to provide functionality.
  36556. */
  36557. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36558. /**
  36559. * Called on JS contextmenu event.
  36560. * Override this method to provide functionality.
  36561. */
  36562. protected onContextMenu(evt: PointerEvent): void;
  36563. /**
  36564. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36565. * press.
  36566. * Override this method to provide functionality.
  36567. */
  36568. protected onButtonDown(evt: PointerEvent): void;
  36569. /**
  36570. * Called each time a new POINTERUP event occurs. Ie, for each button
  36571. * release.
  36572. * Override this method to provide functionality.
  36573. */
  36574. protected onButtonUp(evt: PointerEvent): void;
  36575. /**
  36576. * Called when window becomes inactive.
  36577. * Override this method to provide functionality.
  36578. */
  36579. protected onLostFocus(): void;
  36580. private _pointerInput;
  36581. private _observer;
  36582. private _onLostFocus;
  36583. private pointA;
  36584. private pointB;
  36585. }
  36586. }
  36587. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36588. import { Nullable } from "babylonjs/types";
  36589. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36590. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36591. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36592. /**
  36593. * Manage the pointers inputs to control an arc rotate camera.
  36594. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36595. */
  36596. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36597. /**
  36598. * Defines the camera the input is attached to.
  36599. */
  36600. camera: ArcRotateCamera;
  36601. /**
  36602. * Gets the class name of the current input.
  36603. * @returns the class name
  36604. */
  36605. getClassName(): string;
  36606. /**
  36607. * Defines the buttons associated with the input to handle camera move.
  36608. */
  36609. buttons: number[];
  36610. /**
  36611. * Defines the pointer angular sensibility along the X axis or how fast is
  36612. * the camera rotating.
  36613. */
  36614. angularSensibilityX: number;
  36615. /**
  36616. * Defines the pointer angular sensibility along the Y axis or how fast is
  36617. * the camera rotating.
  36618. */
  36619. angularSensibilityY: number;
  36620. /**
  36621. * Defines the pointer pinch precision or how fast is the camera zooming.
  36622. */
  36623. pinchPrecision: number;
  36624. /**
  36625. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36626. * from 0.
  36627. * It defines the percentage of current camera.radius to use as delta when
  36628. * pinch zoom is used.
  36629. */
  36630. pinchDeltaPercentage: number;
  36631. /**
  36632. * Defines the pointer panning sensibility or how fast is the camera moving.
  36633. */
  36634. panningSensibility: number;
  36635. /**
  36636. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36637. */
  36638. multiTouchPanning: boolean;
  36639. /**
  36640. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36641. * zoom (pinch) through multitouch.
  36642. */
  36643. multiTouchPanAndZoom: boolean;
  36644. /**
  36645. * Revers pinch action direction.
  36646. */
  36647. pinchInwards: boolean;
  36648. private _isPanClick;
  36649. private _twoFingerActivityCount;
  36650. private _isPinching;
  36651. /**
  36652. * Called on pointer POINTERMOVE event if only a single touch is active.
  36653. */
  36654. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36655. /**
  36656. * Called on pointer POINTERDOUBLETAP event.
  36657. */
  36658. protected onDoubleTap(type: string): void;
  36659. /**
  36660. * Called on pointer POINTERMOVE event if multiple touches are active.
  36661. */
  36662. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36663. /**
  36664. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36665. * press.
  36666. */
  36667. protected onButtonDown(evt: PointerEvent): void;
  36668. /**
  36669. * Called each time a new POINTERUP event occurs. Ie, for each button
  36670. * release.
  36671. */
  36672. protected onButtonUp(evt: PointerEvent): void;
  36673. /**
  36674. * Called when window becomes inactive.
  36675. */
  36676. protected onLostFocus(): void;
  36677. }
  36678. }
  36679. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36680. import { Nullable } from "babylonjs/types";
  36681. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36682. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36683. /**
  36684. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36686. */
  36687. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36688. /**
  36689. * Defines the camera the input is attached to.
  36690. */
  36691. camera: ArcRotateCamera;
  36692. /**
  36693. * Defines the list of key codes associated with the up action (increase alpha)
  36694. */
  36695. keysUp: number[];
  36696. /**
  36697. * Defines the list of key codes associated with the down action (decrease alpha)
  36698. */
  36699. keysDown: number[];
  36700. /**
  36701. * Defines the list of key codes associated with the left action (increase beta)
  36702. */
  36703. keysLeft: number[];
  36704. /**
  36705. * Defines the list of key codes associated with the right action (decrease beta)
  36706. */
  36707. keysRight: number[];
  36708. /**
  36709. * Defines the list of key codes associated with the reset action.
  36710. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36711. */
  36712. keysReset: number[];
  36713. /**
  36714. * Defines the panning sensibility of the inputs.
  36715. * (How fast is the camera paning)
  36716. */
  36717. panningSensibility: number;
  36718. /**
  36719. * Defines the zooming sensibility of the inputs.
  36720. * (How fast is the camera zooming)
  36721. */
  36722. zoomingSensibility: number;
  36723. /**
  36724. * Defines wether maintaining the alt key down switch the movement mode from
  36725. * orientation to zoom.
  36726. */
  36727. useAltToZoom: boolean;
  36728. /**
  36729. * Rotation speed of the camera
  36730. */
  36731. angularSpeed: number;
  36732. private _keys;
  36733. private _ctrlPressed;
  36734. private _altPressed;
  36735. private _onCanvasBlurObserver;
  36736. private _onKeyboardObserver;
  36737. private _engine;
  36738. private _scene;
  36739. /**
  36740. * Attach the input controls to a specific dom element to get the input from.
  36741. * @param element Defines the element the controls should be listened from
  36742. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36743. */
  36744. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36745. /**
  36746. * Detach the current controls from the specified dom element.
  36747. * @param element Defines the element to stop listening the inputs from
  36748. */
  36749. detachControl(element: Nullable<HTMLElement>): void;
  36750. /**
  36751. * Update the current camera state depending on the inputs that have been used this frame.
  36752. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36753. */
  36754. checkInputs(): void;
  36755. /**
  36756. * Gets the class name of the current intput.
  36757. * @returns the class name
  36758. */
  36759. getClassName(): string;
  36760. /**
  36761. * Get the friendly name associated with the input class.
  36762. * @returns the input friendly name
  36763. */
  36764. getSimpleName(): string;
  36765. }
  36766. }
  36767. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36768. import { Nullable } from "babylonjs/types";
  36769. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36770. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36771. /**
  36772. * Manage the mouse wheel inputs to control an arc rotate camera.
  36773. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36774. */
  36775. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36776. /**
  36777. * Defines the camera the input is attached to.
  36778. */
  36779. camera: ArcRotateCamera;
  36780. /**
  36781. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36782. */
  36783. wheelPrecision: number;
  36784. /**
  36785. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36786. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36787. */
  36788. wheelDeltaPercentage: number;
  36789. private _wheel;
  36790. private _observer;
  36791. private computeDeltaFromMouseWheelLegacyEvent;
  36792. /**
  36793. * Attach the input controls to a specific dom element to get the input from.
  36794. * @param element Defines the element the controls should be listened from
  36795. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36796. */
  36797. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36798. /**
  36799. * Detach the current controls from the specified dom element.
  36800. * @param element Defines the element to stop listening the inputs from
  36801. */
  36802. detachControl(element: Nullable<HTMLElement>): void;
  36803. /**
  36804. * Gets the class name of the current intput.
  36805. * @returns the class name
  36806. */
  36807. getClassName(): string;
  36808. /**
  36809. * Get the friendly name associated with the input class.
  36810. * @returns the input friendly name
  36811. */
  36812. getSimpleName(): string;
  36813. }
  36814. }
  36815. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36816. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36817. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36818. /**
  36819. * Default Inputs manager for the ArcRotateCamera.
  36820. * It groups all the default supported inputs for ease of use.
  36821. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36822. */
  36823. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36824. /**
  36825. * Instantiates a new ArcRotateCameraInputsManager.
  36826. * @param camera Defines the camera the inputs belong to
  36827. */
  36828. constructor(camera: ArcRotateCamera);
  36829. /**
  36830. * Add mouse wheel input support to the input manager.
  36831. * @returns the current input manager
  36832. */
  36833. addMouseWheel(): ArcRotateCameraInputsManager;
  36834. /**
  36835. * Add pointers input support to the input manager.
  36836. * @returns the current input manager
  36837. */
  36838. addPointers(): ArcRotateCameraInputsManager;
  36839. /**
  36840. * Add keyboard input support to the input manager.
  36841. * @returns the current input manager
  36842. */
  36843. addKeyboard(): ArcRotateCameraInputsManager;
  36844. }
  36845. }
  36846. declare module "babylonjs/Cameras/arcRotateCamera" {
  36847. import { Observable } from "babylonjs/Misc/observable";
  36848. import { Nullable } from "babylonjs/types";
  36849. import { Scene } from "babylonjs/scene";
  36850. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36852. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36853. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36854. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36855. import { Camera } from "babylonjs/Cameras/camera";
  36856. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36857. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36858. import { Collider } from "babylonjs/Collisions/collider";
  36859. /**
  36860. * This represents an orbital type of camera.
  36861. *
  36862. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  36863. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  36864. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36865. */
  36866. export class ArcRotateCamera extends TargetCamera {
  36867. /**
  36868. * Defines the rotation angle of the camera along the longitudinal axis.
  36869. */
  36870. alpha: number;
  36871. /**
  36872. * Defines the rotation angle of the camera along the latitudinal axis.
  36873. */
  36874. beta: number;
  36875. /**
  36876. * Defines the radius of the camera from it s target point.
  36877. */
  36878. radius: number;
  36879. protected _target: Vector3;
  36880. protected _targetHost: Nullable<AbstractMesh>;
  36881. /**
  36882. * Defines the target point of the camera.
  36883. * The camera looks towards it form the radius distance.
  36884. */
  36885. target: Vector3;
  36886. /**
  36887. * Define the current local position of the camera in the scene
  36888. */
  36889. position: Vector3;
  36890. protected _upVector: Vector3;
  36891. protected _upToYMatrix: Matrix;
  36892. protected _YToUpMatrix: Matrix;
  36893. /**
  36894. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36895. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36896. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36897. */
  36898. upVector: Vector3;
  36899. /**
  36900. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36901. */
  36902. setMatUp(): void;
  36903. /**
  36904. * Current inertia value on the longitudinal axis.
  36905. * The bigger this number the longer it will take for the camera to stop.
  36906. */
  36907. inertialAlphaOffset: number;
  36908. /**
  36909. * Current inertia value on the latitudinal axis.
  36910. * The bigger this number the longer it will take for the camera to stop.
  36911. */
  36912. inertialBetaOffset: number;
  36913. /**
  36914. * Current inertia value on the radius axis.
  36915. * The bigger this number the longer it will take for the camera to stop.
  36916. */
  36917. inertialRadiusOffset: number;
  36918. /**
  36919. * Minimum allowed angle on the longitudinal axis.
  36920. * This can help limiting how the Camera is able to move in the scene.
  36921. */
  36922. lowerAlphaLimit: Nullable<number>;
  36923. /**
  36924. * Maximum allowed angle on the longitudinal axis.
  36925. * This can help limiting how the Camera is able to move in the scene.
  36926. */
  36927. upperAlphaLimit: Nullable<number>;
  36928. /**
  36929. * Minimum allowed angle on the latitudinal axis.
  36930. * This can help limiting how the Camera is able to move in the scene.
  36931. */
  36932. lowerBetaLimit: number;
  36933. /**
  36934. * Maximum allowed angle on the latitudinal axis.
  36935. * This can help limiting how the Camera is able to move in the scene.
  36936. */
  36937. upperBetaLimit: number;
  36938. /**
  36939. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36940. * This can help limiting how the Camera is able to move in the scene.
  36941. */
  36942. lowerRadiusLimit: Nullable<number>;
  36943. /**
  36944. * Maximum allowed distance of the camera to the target (The camera can not get further).
  36945. * This can help limiting how the Camera is able to move in the scene.
  36946. */
  36947. upperRadiusLimit: Nullable<number>;
  36948. /**
  36949. * Defines the current inertia value used during panning of the camera along the X axis.
  36950. */
  36951. inertialPanningX: number;
  36952. /**
  36953. * Defines the current inertia value used during panning of the camera along the Y axis.
  36954. */
  36955. inertialPanningY: number;
  36956. /**
  36957. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  36958. * Basically if your fingers moves away from more than this distance you will be considered
  36959. * in pinch mode.
  36960. */
  36961. pinchToPanMaxDistance: number;
  36962. /**
  36963. * Defines the maximum distance the camera can pan.
  36964. * This could help keeping the cammera always in your scene.
  36965. */
  36966. panningDistanceLimit: Nullable<number>;
  36967. /**
  36968. * Defines the target of the camera before paning.
  36969. */
  36970. panningOriginTarget: Vector3;
  36971. /**
  36972. * Defines the value of the inertia used during panning.
  36973. * 0 would mean stop inertia and one would mean no decelleration at all.
  36974. */
  36975. panningInertia: number;
  36976. /**
  36977. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  36978. */
  36979. angularSensibilityX: number;
  36980. /**
  36981. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  36982. */
  36983. angularSensibilityY: number;
  36984. /**
  36985. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  36986. */
  36987. pinchPrecision: number;
  36988. /**
  36989. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  36990. * It will be used instead of pinchDeltaPrecision if different from 0.
  36991. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  36992. */
  36993. pinchDeltaPercentage: number;
  36994. /**
  36995. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  36996. */
  36997. panningSensibility: number;
  36998. /**
  36999. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37000. */
  37001. keysUp: number[];
  37002. /**
  37003. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37004. */
  37005. keysDown: number[];
  37006. /**
  37007. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37008. */
  37009. keysLeft: number[];
  37010. /**
  37011. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37012. */
  37013. keysRight: number[];
  37014. /**
  37015. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37016. */
  37017. wheelPrecision: number;
  37018. /**
  37019. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37020. * It will be used instead of pinchDeltaPrecision if different from 0.
  37021. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37022. */
  37023. wheelDeltaPercentage: number;
  37024. /**
  37025. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37026. */
  37027. zoomOnFactor: number;
  37028. /**
  37029. * Defines a screen offset for the camera position.
  37030. */
  37031. targetScreenOffset: Vector2;
  37032. /**
  37033. * Allows the camera to be completely reversed.
  37034. * If false the camera can not arrive upside down.
  37035. */
  37036. allowUpsideDown: boolean;
  37037. /**
  37038. * Define if double tap/click is used to restore the previously saved state of the camera.
  37039. */
  37040. useInputToRestoreState: boolean;
  37041. /** @hidden */
  37042. _viewMatrix: Matrix;
  37043. /** @hidden */
  37044. _useCtrlForPanning: boolean;
  37045. /** @hidden */
  37046. _panningMouseButton: number;
  37047. /**
  37048. * Defines the input associated to the camera.
  37049. */
  37050. inputs: ArcRotateCameraInputsManager;
  37051. /** @hidden */
  37052. _reset: () => void;
  37053. /**
  37054. * Defines the allowed panning axis.
  37055. */
  37056. panningAxis: Vector3;
  37057. protected _localDirection: Vector3;
  37058. protected _transformedDirection: Vector3;
  37059. private _bouncingBehavior;
  37060. /**
  37061. * Gets the bouncing behavior of the camera if it has been enabled.
  37062. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37063. */
  37064. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37065. /**
  37066. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37067. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37068. */
  37069. useBouncingBehavior: boolean;
  37070. private _framingBehavior;
  37071. /**
  37072. * Gets the framing behavior of the camera if it has been enabled.
  37073. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37074. */
  37075. readonly framingBehavior: Nullable<FramingBehavior>;
  37076. /**
  37077. * Defines if the framing behavior of the camera is enabled on the camera.
  37078. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37079. */
  37080. useFramingBehavior: boolean;
  37081. private _autoRotationBehavior;
  37082. /**
  37083. * Gets the auto rotation behavior of the camera if it has been enabled.
  37084. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37085. */
  37086. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37087. /**
  37088. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37089. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37090. */
  37091. useAutoRotationBehavior: boolean;
  37092. /**
  37093. * Observable triggered when the mesh target has been changed on the camera.
  37094. */
  37095. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37096. /**
  37097. * Event raised when the camera is colliding with a mesh.
  37098. */
  37099. onCollide: (collidedMesh: AbstractMesh) => void;
  37100. /**
  37101. * Defines whether the camera should check collision with the objects oh the scene.
  37102. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37103. */
  37104. checkCollisions: boolean;
  37105. /**
  37106. * Defines the collision radius of the camera.
  37107. * This simulates a sphere around the camera.
  37108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37109. */
  37110. collisionRadius: Vector3;
  37111. protected _collider: Collider;
  37112. protected _previousPosition: Vector3;
  37113. protected _collisionVelocity: Vector3;
  37114. protected _newPosition: Vector3;
  37115. protected _previousAlpha: number;
  37116. protected _previousBeta: number;
  37117. protected _previousRadius: number;
  37118. protected _collisionTriggered: boolean;
  37119. protected _targetBoundingCenter: Nullable<Vector3>;
  37120. private _computationVector;
  37121. /**
  37122. * Instantiates a new ArcRotateCamera in a given scene
  37123. * @param name Defines the name of the camera
  37124. * @param alpha Defines the camera rotation along the logitudinal axis
  37125. * @param beta Defines the camera rotation along the latitudinal axis
  37126. * @param radius Defines the camera distance from its target
  37127. * @param target Defines the camera target
  37128. * @param scene Defines the scene the camera belongs to
  37129. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37130. */
  37131. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37132. /** @hidden */
  37133. _initCache(): void;
  37134. /** @hidden */
  37135. _updateCache(ignoreParentClass?: boolean): void;
  37136. protected _getTargetPosition(): Vector3;
  37137. private _storedAlpha;
  37138. private _storedBeta;
  37139. private _storedRadius;
  37140. private _storedTarget;
  37141. /**
  37142. * Stores the current state of the camera (alpha, beta, radius and target)
  37143. * @returns the camera itself
  37144. */
  37145. storeState(): Camera;
  37146. /**
  37147. * @hidden
  37148. * Restored camera state. You must call storeState() first
  37149. */
  37150. _restoreStateValues(): boolean;
  37151. /** @hidden */
  37152. _isSynchronizedViewMatrix(): boolean;
  37153. /**
  37154. * Attached controls to the current camera.
  37155. * @param element Defines the element the controls should be listened from
  37156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37157. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37158. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37159. */
  37160. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37161. /**
  37162. * Detach the current controls from the camera.
  37163. * The camera will stop reacting to inputs.
  37164. * @param element Defines the element to stop listening the inputs from
  37165. */
  37166. detachControl(element: HTMLElement): void;
  37167. /** @hidden */
  37168. _checkInputs(): void;
  37169. protected _checkLimits(): void;
  37170. /**
  37171. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37172. */
  37173. rebuildAnglesAndRadius(): void;
  37174. /**
  37175. * Use a position to define the current camera related information like aplha, beta and radius
  37176. * @param position Defines the position to set the camera at
  37177. */
  37178. setPosition(position: Vector3): void;
  37179. /**
  37180. * Defines the target the camera should look at.
  37181. * This will automatically adapt alpha beta and radius to fit within the new target.
  37182. * @param target Defines the new target as a Vector or a mesh
  37183. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37184. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37185. */
  37186. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37187. /** @hidden */
  37188. _getViewMatrix(): Matrix;
  37189. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37190. /**
  37191. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37192. * @param meshes Defines the mesh to zoom on
  37193. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37194. */
  37195. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37196. /**
  37197. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37198. * The target will be changed but the radius
  37199. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37200. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37201. */
  37202. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37203. min: Vector3;
  37204. max: Vector3;
  37205. distance: number;
  37206. }, doNotUpdateMaxZ?: boolean): void;
  37207. /**
  37208. * @override
  37209. * Override Camera.createRigCamera
  37210. */
  37211. createRigCamera(name: string, cameraIndex: number): Camera;
  37212. /**
  37213. * @hidden
  37214. * @override
  37215. * Override Camera._updateRigCameras
  37216. */
  37217. _updateRigCameras(): void;
  37218. /**
  37219. * Destroy the camera and release the current resources hold by it.
  37220. */
  37221. dispose(): void;
  37222. /**
  37223. * Gets the current object class name.
  37224. * @return the class name
  37225. */
  37226. getClassName(): string;
  37227. }
  37228. }
  37229. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37230. import { Behavior } from "babylonjs/Behaviors/behavior";
  37231. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37232. /**
  37233. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37235. */
  37236. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37237. /**
  37238. * Gets the name of the behavior.
  37239. */
  37240. readonly name: string;
  37241. private _zoomStopsAnimation;
  37242. private _idleRotationSpeed;
  37243. private _idleRotationWaitTime;
  37244. private _idleRotationSpinupTime;
  37245. /**
  37246. * Sets the flag that indicates if user zooming should stop animation.
  37247. */
  37248. /**
  37249. * Gets the flag that indicates if user zooming should stop animation.
  37250. */
  37251. zoomStopsAnimation: boolean;
  37252. /**
  37253. * Sets the default speed at which the camera rotates around the model.
  37254. */
  37255. /**
  37256. * Gets the default speed at which the camera rotates around the model.
  37257. */
  37258. idleRotationSpeed: number;
  37259. /**
  37260. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37261. */
  37262. /**
  37263. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37264. */
  37265. idleRotationWaitTime: number;
  37266. /**
  37267. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37268. */
  37269. /**
  37270. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37271. */
  37272. idleRotationSpinupTime: number;
  37273. /**
  37274. * Gets a value indicating if the camera is currently rotating because of this behavior
  37275. */
  37276. readonly rotationInProgress: boolean;
  37277. private _onPrePointerObservableObserver;
  37278. private _onAfterCheckInputsObserver;
  37279. private _attachedCamera;
  37280. private _isPointerDown;
  37281. private _lastFrameTime;
  37282. private _lastInteractionTime;
  37283. private _cameraRotationSpeed;
  37284. /**
  37285. * Initializes the behavior.
  37286. */
  37287. init(): void;
  37288. /**
  37289. * Attaches the behavior to its arc rotate camera.
  37290. * @param camera Defines the camera to attach the behavior to
  37291. */
  37292. attach(camera: ArcRotateCamera): void;
  37293. /**
  37294. * Detaches the behavior from its current arc rotate camera.
  37295. */
  37296. detach(): void;
  37297. /**
  37298. * Returns true if user is scrolling.
  37299. * @return true if user is scrolling.
  37300. */
  37301. private _userIsZooming;
  37302. private _lastFrameRadius;
  37303. private _shouldAnimationStopForInteraction;
  37304. /**
  37305. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37306. */
  37307. private _applyUserInteraction;
  37308. private _userIsMoving;
  37309. }
  37310. }
  37311. declare module "babylonjs/Behaviors/Cameras/index" {
  37312. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37313. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37314. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37315. }
  37316. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37317. import { Mesh } from "babylonjs/Meshes/mesh";
  37318. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37319. import { Behavior } from "babylonjs/Behaviors/behavior";
  37320. /**
  37321. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37322. */
  37323. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37324. private ui;
  37325. /**
  37326. * The name of the behavior
  37327. */
  37328. name: string;
  37329. /**
  37330. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37331. */
  37332. distanceAwayFromFace: number;
  37333. /**
  37334. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37335. */
  37336. distanceAwayFromBottomOfFace: number;
  37337. private _faceVectors;
  37338. private _target;
  37339. private _scene;
  37340. private _onRenderObserver;
  37341. private _tmpMatrix;
  37342. private _tmpVector;
  37343. /**
  37344. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37345. * @param ui The transform node that should be attched to the mesh
  37346. */
  37347. constructor(ui: TransformNode);
  37348. /**
  37349. * Initializes the behavior
  37350. */
  37351. init(): void;
  37352. private _closestFace;
  37353. private _zeroVector;
  37354. private _lookAtTmpMatrix;
  37355. private _lookAtToRef;
  37356. /**
  37357. * Attaches the AttachToBoxBehavior to the passed in mesh
  37358. * @param target The mesh that the specified node will be attached to
  37359. */
  37360. attach(target: Mesh): void;
  37361. /**
  37362. * Detaches the behavior from the mesh
  37363. */
  37364. detach(): void;
  37365. }
  37366. }
  37367. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37368. import { Behavior } from "babylonjs/Behaviors/behavior";
  37369. import { Mesh } from "babylonjs/Meshes/mesh";
  37370. /**
  37371. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37372. */
  37373. export class FadeInOutBehavior implements Behavior<Mesh> {
  37374. /**
  37375. * Time in milliseconds to delay before fading in (Default: 0)
  37376. */
  37377. delay: number;
  37378. /**
  37379. * Time in milliseconds for the mesh to fade in (Default: 300)
  37380. */
  37381. fadeInTime: number;
  37382. private _millisecondsPerFrame;
  37383. private _hovered;
  37384. private _hoverValue;
  37385. private _ownerNode;
  37386. /**
  37387. * Instatiates the FadeInOutBehavior
  37388. */
  37389. constructor();
  37390. /**
  37391. * The name of the behavior
  37392. */
  37393. readonly name: string;
  37394. /**
  37395. * Initializes the behavior
  37396. */
  37397. init(): void;
  37398. /**
  37399. * Attaches the fade behavior on the passed in mesh
  37400. * @param ownerNode The mesh that will be faded in/out once attached
  37401. */
  37402. attach(ownerNode: Mesh): void;
  37403. /**
  37404. * Detaches the behavior from the mesh
  37405. */
  37406. detach(): void;
  37407. /**
  37408. * Triggers the mesh to begin fading in or out
  37409. * @param value if the object should fade in or out (true to fade in)
  37410. */
  37411. fadeIn(value: boolean): void;
  37412. private _update;
  37413. private _setAllVisibility;
  37414. }
  37415. }
  37416. declare module "babylonjs/Misc/pivotTools" {
  37417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37418. /**
  37419. * Class containing a set of static utilities functions for managing Pivots
  37420. * @hidden
  37421. */
  37422. export class PivotTools {
  37423. private static _PivotCached;
  37424. private static _OldPivotPoint;
  37425. private static _PivotTranslation;
  37426. private static _PivotTmpVector;
  37427. /** @hidden */
  37428. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37429. /** @hidden */
  37430. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37431. }
  37432. }
  37433. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37434. import { Scene } from "babylonjs/scene";
  37435. import { Vector4 } from "babylonjs/Maths/math.vector";
  37436. import { Mesh } from "babylonjs/Meshes/mesh";
  37437. import { Nullable } from "babylonjs/types";
  37438. import { Plane } from "babylonjs/Maths/math.plane";
  37439. /**
  37440. * Class containing static functions to help procedurally build meshes
  37441. */
  37442. export class PlaneBuilder {
  37443. /**
  37444. * Creates a plane mesh
  37445. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37446. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37447. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37449. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37451. * @param name defines the name of the mesh
  37452. * @param options defines the options used to create the mesh
  37453. * @param scene defines the hosting scene
  37454. * @returns the plane mesh
  37455. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37456. */
  37457. static CreatePlane(name: string, options: {
  37458. size?: number;
  37459. width?: number;
  37460. height?: number;
  37461. sideOrientation?: number;
  37462. frontUVs?: Vector4;
  37463. backUVs?: Vector4;
  37464. updatable?: boolean;
  37465. sourcePlane?: Plane;
  37466. }, scene?: Nullable<Scene>): Mesh;
  37467. }
  37468. }
  37469. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37470. import { Behavior } from "babylonjs/Behaviors/behavior";
  37471. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37472. import { Observable } from "babylonjs/Misc/observable";
  37473. import { Vector3 } from "babylonjs/Maths/math.vector";
  37474. import { Ray } from "babylonjs/Culling/ray";
  37475. import "babylonjs/Meshes/Builders/planeBuilder";
  37476. /**
  37477. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37478. */
  37479. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37480. private static _AnyMouseID;
  37481. /**
  37482. * Abstract mesh the behavior is set on
  37483. */
  37484. attachedNode: AbstractMesh;
  37485. private _dragPlane;
  37486. private _scene;
  37487. private _pointerObserver;
  37488. private _beforeRenderObserver;
  37489. private static _planeScene;
  37490. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37491. /**
  37492. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37493. */
  37494. maxDragAngle: number;
  37495. /**
  37496. * @hidden
  37497. */
  37498. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37499. /**
  37500. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37501. */
  37502. currentDraggingPointerID: number;
  37503. /**
  37504. * The last position where the pointer hit the drag plane in world space
  37505. */
  37506. lastDragPosition: Vector3;
  37507. /**
  37508. * If the behavior is currently in a dragging state
  37509. */
  37510. dragging: boolean;
  37511. /**
  37512. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37513. */
  37514. dragDeltaRatio: number;
  37515. /**
  37516. * If the drag plane orientation should be updated during the dragging (Default: true)
  37517. */
  37518. updateDragPlane: boolean;
  37519. private _debugMode;
  37520. private _moving;
  37521. /**
  37522. * Fires each time the attached mesh is dragged with the pointer
  37523. * * delta between last drag position and current drag position in world space
  37524. * * dragDistance along the drag axis
  37525. * * dragPlaneNormal normal of the current drag plane used during the drag
  37526. * * dragPlanePoint in world space where the drag intersects the drag plane
  37527. */
  37528. onDragObservable: Observable<{
  37529. delta: Vector3;
  37530. dragPlanePoint: Vector3;
  37531. dragPlaneNormal: Vector3;
  37532. dragDistance: number;
  37533. pointerId: number;
  37534. }>;
  37535. /**
  37536. * Fires each time a drag begins (eg. mouse down on mesh)
  37537. */
  37538. onDragStartObservable: Observable<{
  37539. dragPlanePoint: Vector3;
  37540. pointerId: number;
  37541. }>;
  37542. /**
  37543. * Fires each time a drag ends (eg. mouse release after drag)
  37544. */
  37545. onDragEndObservable: Observable<{
  37546. dragPlanePoint: Vector3;
  37547. pointerId: number;
  37548. }>;
  37549. /**
  37550. * If the attached mesh should be moved when dragged
  37551. */
  37552. moveAttached: boolean;
  37553. /**
  37554. * If the drag behavior will react to drag events (Default: true)
  37555. */
  37556. enabled: boolean;
  37557. /**
  37558. * If pointer events should start and release the drag (Default: true)
  37559. */
  37560. startAndReleaseDragOnPointerEvents: boolean;
  37561. /**
  37562. * If camera controls should be detached during the drag
  37563. */
  37564. detachCameraControls: boolean;
  37565. /**
  37566. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37567. */
  37568. useObjectOrienationForDragging: boolean;
  37569. private _options;
  37570. /**
  37571. * Creates a pointer drag behavior that can be attached to a mesh
  37572. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37573. */
  37574. constructor(options?: {
  37575. dragAxis?: Vector3;
  37576. dragPlaneNormal?: Vector3;
  37577. });
  37578. /**
  37579. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37580. */
  37581. validateDrag: (targetPosition: Vector3) => boolean;
  37582. /**
  37583. * The name of the behavior
  37584. */
  37585. readonly name: string;
  37586. /**
  37587. * Initializes the behavior
  37588. */
  37589. init(): void;
  37590. private _tmpVector;
  37591. private _alternatePickedPoint;
  37592. private _worldDragAxis;
  37593. private _targetPosition;
  37594. private _attachedElement;
  37595. /**
  37596. * Attaches the drag behavior the passed in mesh
  37597. * @param ownerNode The mesh that will be dragged around once attached
  37598. */
  37599. attach(ownerNode: AbstractMesh): void;
  37600. /**
  37601. * Force relase the drag action by code.
  37602. */
  37603. releaseDrag(): void;
  37604. private _startDragRay;
  37605. private _lastPointerRay;
  37606. /**
  37607. * Simulates the start of a pointer drag event on the behavior
  37608. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37609. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37610. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37611. */
  37612. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37613. private _startDrag;
  37614. private _dragDelta;
  37615. private _moveDrag;
  37616. private _pickWithRayOnDragPlane;
  37617. private _pointA;
  37618. private _pointB;
  37619. private _pointC;
  37620. private _lineA;
  37621. private _lineB;
  37622. private _localAxis;
  37623. private _lookAt;
  37624. private _updateDragPlanePosition;
  37625. /**
  37626. * Detaches the behavior from the mesh
  37627. */
  37628. detach(): void;
  37629. }
  37630. }
  37631. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37632. import { Mesh } from "babylonjs/Meshes/mesh";
  37633. import { Behavior } from "babylonjs/Behaviors/behavior";
  37634. /**
  37635. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37636. */
  37637. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37638. private _dragBehaviorA;
  37639. private _dragBehaviorB;
  37640. private _startDistance;
  37641. private _initialScale;
  37642. private _targetScale;
  37643. private _ownerNode;
  37644. private _sceneRenderObserver;
  37645. /**
  37646. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37647. */
  37648. constructor();
  37649. /**
  37650. * The name of the behavior
  37651. */
  37652. readonly name: string;
  37653. /**
  37654. * Initializes the behavior
  37655. */
  37656. init(): void;
  37657. private _getCurrentDistance;
  37658. /**
  37659. * Attaches the scale behavior the passed in mesh
  37660. * @param ownerNode The mesh that will be scaled around once attached
  37661. */
  37662. attach(ownerNode: Mesh): void;
  37663. /**
  37664. * Detaches the behavior from the mesh
  37665. */
  37666. detach(): void;
  37667. }
  37668. }
  37669. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37670. import { Behavior } from "babylonjs/Behaviors/behavior";
  37671. import { Mesh } from "babylonjs/Meshes/mesh";
  37672. import { Observable } from "babylonjs/Misc/observable";
  37673. /**
  37674. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37675. */
  37676. export class SixDofDragBehavior implements Behavior<Mesh> {
  37677. private static _virtualScene;
  37678. private _ownerNode;
  37679. private _sceneRenderObserver;
  37680. private _scene;
  37681. private _targetPosition;
  37682. private _virtualOriginMesh;
  37683. private _virtualDragMesh;
  37684. private _pointerObserver;
  37685. private _moving;
  37686. private _startingOrientation;
  37687. /**
  37688. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37689. */
  37690. private zDragFactor;
  37691. /**
  37692. * If the object should rotate to face the drag origin
  37693. */
  37694. rotateDraggedObject: boolean;
  37695. /**
  37696. * If the behavior is currently in a dragging state
  37697. */
  37698. dragging: boolean;
  37699. /**
  37700. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37701. */
  37702. dragDeltaRatio: number;
  37703. /**
  37704. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37705. */
  37706. currentDraggingPointerID: number;
  37707. /**
  37708. * If camera controls should be detached during the drag
  37709. */
  37710. detachCameraControls: boolean;
  37711. /**
  37712. * Fires each time a drag starts
  37713. */
  37714. onDragStartObservable: Observable<{}>;
  37715. /**
  37716. * Fires each time a drag ends (eg. mouse release after drag)
  37717. */
  37718. onDragEndObservable: Observable<{}>;
  37719. /**
  37720. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37721. */
  37722. constructor();
  37723. /**
  37724. * The name of the behavior
  37725. */
  37726. readonly name: string;
  37727. /**
  37728. * Initializes the behavior
  37729. */
  37730. init(): void;
  37731. /**
  37732. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37733. */
  37734. private readonly _pointerCamera;
  37735. /**
  37736. * Attaches the scale behavior the passed in mesh
  37737. * @param ownerNode The mesh that will be scaled around once attached
  37738. */
  37739. attach(ownerNode: Mesh): void;
  37740. /**
  37741. * Detaches the behavior from the mesh
  37742. */
  37743. detach(): void;
  37744. }
  37745. }
  37746. declare module "babylonjs/Behaviors/Meshes/index" {
  37747. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37748. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37749. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37750. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37751. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37752. }
  37753. declare module "babylonjs/Behaviors/index" {
  37754. export * from "babylonjs/Behaviors/behavior";
  37755. export * from "babylonjs/Behaviors/Cameras/index";
  37756. export * from "babylonjs/Behaviors/Meshes/index";
  37757. }
  37758. declare module "babylonjs/Bones/boneIKController" {
  37759. import { Bone } from "babylonjs/Bones/bone";
  37760. import { Vector3 } from "babylonjs/Maths/math.vector";
  37761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37762. import { Nullable } from "babylonjs/types";
  37763. /**
  37764. * Class used to apply inverse kinematics to bones
  37765. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37766. */
  37767. export class BoneIKController {
  37768. private static _tmpVecs;
  37769. private static _tmpQuat;
  37770. private static _tmpMats;
  37771. /**
  37772. * Gets or sets the target mesh
  37773. */
  37774. targetMesh: AbstractMesh;
  37775. /** Gets or sets the mesh used as pole */
  37776. poleTargetMesh: AbstractMesh;
  37777. /**
  37778. * Gets or sets the bone used as pole
  37779. */
  37780. poleTargetBone: Nullable<Bone>;
  37781. /**
  37782. * Gets or sets the target position
  37783. */
  37784. targetPosition: Vector3;
  37785. /**
  37786. * Gets or sets the pole target position
  37787. */
  37788. poleTargetPosition: Vector3;
  37789. /**
  37790. * Gets or sets the pole target local offset
  37791. */
  37792. poleTargetLocalOffset: Vector3;
  37793. /**
  37794. * Gets or sets the pole angle
  37795. */
  37796. poleAngle: number;
  37797. /**
  37798. * Gets or sets the mesh associated with the controller
  37799. */
  37800. mesh: AbstractMesh;
  37801. /**
  37802. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37803. */
  37804. slerpAmount: number;
  37805. private _bone1Quat;
  37806. private _bone1Mat;
  37807. private _bone2Ang;
  37808. private _bone1;
  37809. private _bone2;
  37810. private _bone1Length;
  37811. private _bone2Length;
  37812. private _maxAngle;
  37813. private _maxReach;
  37814. private _rightHandedSystem;
  37815. private _bendAxis;
  37816. private _slerping;
  37817. private _adjustRoll;
  37818. /**
  37819. * Gets or sets maximum allowed angle
  37820. */
  37821. maxAngle: number;
  37822. /**
  37823. * Creates a new BoneIKController
  37824. * @param mesh defines the mesh to control
  37825. * @param bone defines the bone to control
  37826. * @param options defines options to set up the controller
  37827. */
  37828. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37829. targetMesh?: AbstractMesh;
  37830. poleTargetMesh?: AbstractMesh;
  37831. poleTargetBone?: Bone;
  37832. poleTargetLocalOffset?: Vector3;
  37833. poleAngle?: number;
  37834. bendAxis?: Vector3;
  37835. maxAngle?: number;
  37836. slerpAmount?: number;
  37837. });
  37838. private _setMaxAngle;
  37839. /**
  37840. * Force the controller to update the bones
  37841. */
  37842. update(): void;
  37843. }
  37844. }
  37845. declare module "babylonjs/Bones/boneLookController" {
  37846. import { Vector3 } from "babylonjs/Maths/math.vector";
  37847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37848. import { Bone } from "babylonjs/Bones/bone";
  37849. import { Space } from "babylonjs/Maths/math.axis";
  37850. /**
  37851. * Class used to make a bone look toward a point in space
  37852. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37853. */
  37854. export class BoneLookController {
  37855. private static _tmpVecs;
  37856. private static _tmpQuat;
  37857. private static _tmpMats;
  37858. /**
  37859. * The target Vector3 that the bone will look at
  37860. */
  37861. target: Vector3;
  37862. /**
  37863. * The mesh that the bone is attached to
  37864. */
  37865. mesh: AbstractMesh;
  37866. /**
  37867. * The bone that will be looking to the target
  37868. */
  37869. bone: Bone;
  37870. /**
  37871. * The up axis of the coordinate system that is used when the bone is rotated
  37872. */
  37873. upAxis: Vector3;
  37874. /**
  37875. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37876. */
  37877. upAxisSpace: Space;
  37878. /**
  37879. * Used to make an adjustment to the yaw of the bone
  37880. */
  37881. adjustYaw: number;
  37882. /**
  37883. * Used to make an adjustment to the pitch of the bone
  37884. */
  37885. adjustPitch: number;
  37886. /**
  37887. * Used to make an adjustment to the roll of the bone
  37888. */
  37889. adjustRoll: number;
  37890. /**
  37891. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37892. */
  37893. slerpAmount: number;
  37894. private _minYaw;
  37895. private _maxYaw;
  37896. private _minPitch;
  37897. private _maxPitch;
  37898. private _minYawSin;
  37899. private _minYawCos;
  37900. private _maxYawSin;
  37901. private _maxYawCos;
  37902. private _midYawConstraint;
  37903. private _minPitchTan;
  37904. private _maxPitchTan;
  37905. private _boneQuat;
  37906. private _slerping;
  37907. private _transformYawPitch;
  37908. private _transformYawPitchInv;
  37909. private _firstFrameSkipped;
  37910. private _yawRange;
  37911. private _fowardAxis;
  37912. /**
  37913. * Gets or sets the minimum yaw angle that the bone can look to
  37914. */
  37915. minYaw: number;
  37916. /**
  37917. * Gets or sets the maximum yaw angle that the bone can look to
  37918. */
  37919. maxYaw: number;
  37920. /**
  37921. * Gets or sets the minimum pitch angle that the bone can look to
  37922. */
  37923. minPitch: number;
  37924. /**
  37925. * Gets or sets the maximum pitch angle that the bone can look to
  37926. */
  37927. maxPitch: number;
  37928. /**
  37929. * Create a BoneLookController
  37930. * @param mesh the mesh that the bone belongs to
  37931. * @param bone the bone that will be looking to the target
  37932. * @param target the target Vector3 to look at
  37933. * @param options optional settings:
  37934. * * maxYaw: the maximum angle the bone will yaw to
  37935. * * minYaw: the minimum angle the bone will yaw to
  37936. * * maxPitch: the maximum angle the bone will pitch to
  37937. * * minPitch: the minimum angle the bone will yaw to
  37938. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37939. * * upAxis: the up axis of the coordinate system
  37940. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37941. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  37942. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  37943. * * adjustYaw: used to make an adjustment to the yaw of the bone
  37944. * * adjustPitch: used to make an adjustment to the pitch of the bone
  37945. * * adjustRoll: used to make an adjustment to the roll of the bone
  37946. **/
  37947. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  37948. maxYaw?: number;
  37949. minYaw?: number;
  37950. maxPitch?: number;
  37951. minPitch?: number;
  37952. slerpAmount?: number;
  37953. upAxis?: Vector3;
  37954. upAxisSpace?: Space;
  37955. yawAxis?: Vector3;
  37956. pitchAxis?: Vector3;
  37957. adjustYaw?: number;
  37958. adjustPitch?: number;
  37959. adjustRoll?: number;
  37960. });
  37961. /**
  37962. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  37963. */
  37964. update(): void;
  37965. private _getAngleDiff;
  37966. private _getAngleBetween;
  37967. private _isAngleBetween;
  37968. }
  37969. }
  37970. declare module "babylonjs/Bones/index" {
  37971. export * from "babylonjs/Bones/bone";
  37972. export * from "babylonjs/Bones/boneIKController";
  37973. export * from "babylonjs/Bones/boneLookController";
  37974. export * from "babylonjs/Bones/skeleton";
  37975. }
  37976. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  37977. import { Nullable } from "babylonjs/types";
  37978. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37979. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37980. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  37981. /**
  37982. * Manage the gamepad inputs to control an arc rotate camera.
  37983. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37984. */
  37985. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  37986. /**
  37987. * Defines the camera the input is attached to.
  37988. */
  37989. camera: ArcRotateCamera;
  37990. /**
  37991. * Defines the gamepad the input is gathering event from.
  37992. */
  37993. gamepad: Nullable<Gamepad>;
  37994. /**
  37995. * Defines the gamepad rotation sensiblity.
  37996. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  37997. */
  37998. gamepadRotationSensibility: number;
  37999. /**
  38000. * Defines the gamepad move sensiblity.
  38001. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38002. */
  38003. gamepadMoveSensibility: number;
  38004. private _onGamepadConnectedObserver;
  38005. private _onGamepadDisconnectedObserver;
  38006. /**
  38007. * Attach the input controls to a specific dom element to get the input from.
  38008. * @param element Defines the element the controls should be listened from
  38009. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38010. */
  38011. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38012. /**
  38013. * Detach the current controls from the specified dom element.
  38014. * @param element Defines the element to stop listening the inputs from
  38015. */
  38016. detachControl(element: Nullable<HTMLElement>): void;
  38017. /**
  38018. * Update the current camera state depending on the inputs that have been used this frame.
  38019. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38020. */
  38021. checkInputs(): void;
  38022. /**
  38023. * Gets the class name of the current intput.
  38024. * @returns the class name
  38025. */
  38026. getClassName(): string;
  38027. /**
  38028. * Get the friendly name associated with the input class.
  38029. * @returns the input friendly name
  38030. */
  38031. getSimpleName(): string;
  38032. }
  38033. }
  38034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38035. import { Nullable } from "babylonjs/types";
  38036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38038. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38039. interface ArcRotateCameraInputsManager {
  38040. /**
  38041. * Add orientation input support to the input manager.
  38042. * @returns the current input manager
  38043. */
  38044. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38045. }
  38046. }
  38047. /**
  38048. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38049. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38050. */
  38051. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38052. /**
  38053. * Defines the camera the input is attached to.
  38054. */
  38055. camera: ArcRotateCamera;
  38056. /**
  38057. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38058. */
  38059. alphaCorrection: number;
  38060. /**
  38061. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38062. */
  38063. gammaCorrection: number;
  38064. private _alpha;
  38065. private _gamma;
  38066. private _dirty;
  38067. private _deviceOrientationHandler;
  38068. /**
  38069. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38070. */
  38071. constructor();
  38072. /**
  38073. * Attach the input controls to a specific dom element to get the input from.
  38074. * @param element Defines the element the controls should be listened from
  38075. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38076. */
  38077. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38078. /** @hidden */
  38079. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38080. /**
  38081. * Update the current camera state depending on the inputs that have been used this frame.
  38082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38083. */
  38084. checkInputs(): void;
  38085. /**
  38086. * Detach the current controls from the specified dom element.
  38087. * @param element Defines the element to stop listening the inputs from
  38088. */
  38089. detachControl(element: Nullable<HTMLElement>): void;
  38090. /**
  38091. * Gets the class name of the current intput.
  38092. * @returns the class name
  38093. */
  38094. getClassName(): string;
  38095. /**
  38096. * Get the friendly name associated with the input class.
  38097. * @returns the input friendly name
  38098. */
  38099. getSimpleName(): string;
  38100. }
  38101. }
  38102. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38103. import { Nullable } from "babylonjs/types";
  38104. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38105. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38106. /**
  38107. * Listen to mouse events to control the camera.
  38108. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38109. */
  38110. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38111. /**
  38112. * Defines the camera the input is attached to.
  38113. */
  38114. camera: FlyCamera;
  38115. /**
  38116. * Defines if touch is enabled. (Default is true.)
  38117. */
  38118. touchEnabled: boolean;
  38119. /**
  38120. * Defines the buttons associated with the input to handle camera rotation.
  38121. */
  38122. buttons: number[];
  38123. /**
  38124. * Assign buttons for Yaw control.
  38125. */
  38126. buttonsYaw: number[];
  38127. /**
  38128. * Assign buttons for Pitch control.
  38129. */
  38130. buttonsPitch: number[];
  38131. /**
  38132. * Assign buttons for Roll control.
  38133. */
  38134. buttonsRoll: number[];
  38135. /**
  38136. * Detect if any button is being pressed while mouse is moved.
  38137. * -1 = Mouse locked.
  38138. * 0 = Left button.
  38139. * 1 = Middle Button.
  38140. * 2 = Right Button.
  38141. */
  38142. activeButton: number;
  38143. /**
  38144. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38145. * Higher values reduce its sensitivity.
  38146. */
  38147. angularSensibility: number;
  38148. private _mousemoveCallback;
  38149. private _observer;
  38150. private _rollObserver;
  38151. private previousPosition;
  38152. private noPreventDefault;
  38153. private element;
  38154. /**
  38155. * Listen to mouse events to control the camera.
  38156. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38157. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38158. */
  38159. constructor(touchEnabled?: boolean);
  38160. /**
  38161. * Attach the mouse control to the HTML DOM element.
  38162. * @param element Defines the element that listens to the input events.
  38163. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38164. */
  38165. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38166. /**
  38167. * Detach the current controls from the specified dom element.
  38168. * @param element Defines the element to stop listening the inputs from
  38169. */
  38170. detachControl(element: Nullable<HTMLElement>): void;
  38171. /**
  38172. * Gets the class name of the current input.
  38173. * @returns the class name.
  38174. */
  38175. getClassName(): string;
  38176. /**
  38177. * Get the friendly name associated with the input class.
  38178. * @returns the input's friendly name.
  38179. */
  38180. getSimpleName(): string;
  38181. private _pointerInput;
  38182. private _onMouseMove;
  38183. /**
  38184. * Rotate camera by mouse offset.
  38185. */
  38186. private rotateCamera;
  38187. }
  38188. }
  38189. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38190. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38191. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38192. /**
  38193. * Default Inputs manager for the FlyCamera.
  38194. * It groups all the default supported inputs for ease of use.
  38195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38196. */
  38197. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38198. /**
  38199. * Instantiates a new FlyCameraInputsManager.
  38200. * @param camera Defines the camera the inputs belong to.
  38201. */
  38202. constructor(camera: FlyCamera);
  38203. /**
  38204. * Add keyboard input support to the input manager.
  38205. * @returns the new FlyCameraKeyboardMoveInput().
  38206. */
  38207. addKeyboard(): FlyCameraInputsManager;
  38208. /**
  38209. * Add mouse input support to the input manager.
  38210. * @param touchEnabled Enable touch screen support.
  38211. * @returns the new FlyCameraMouseInput().
  38212. */
  38213. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38214. }
  38215. }
  38216. declare module "babylonjs/Cameras/flyCamera" {
  38217. import { Scene } from "babylonjs/scene";
  38218. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38219. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38220. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38221. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38222. /**
  38223. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38224. * such as in a 3D Space Shooter or a Flight Simulator.
  38225. */
  38226. export class FlyCamera extends TargetCamera {
  38227. /**
  38228. * Define the collision ellipsoid of the camera.
  38229. * This is helpful for simulating a camera body, like a player's body.
  38230. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38231. */
  38232. ellipsoid: Vector3;
  38233. /**
  38234. * Define an offset for the position of the ellipsoid around the camera.
  38235. * This can be helpful if the camera is attached away from the player's body center,
  38236. * such as at its head.
  38237. */
  38238. ellipsoidOffset: Vector3;
  38239. /**
  38240. * Enable or disable collisions of the camera with the rest of the scene objects.
  38241. */
  38242. checkCollisions: boolean;
  38243. /**
  38244. * Enable or disable gravity on the camera.
  38245. */
  38246. applyGravity: boolean;
  38247. /**
  38248. * Define the current direction the camera is moving to.
  38249. */
  38250. cameraDirection: Vector3;
  38251. /**
  38252. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38253. * This overrides and empties cameraRotation.
  38254. */
  38255. rotationQuaternion: Quaternion;
  38256. /**
  38257. * Track Roll to maintain the wanted Rolling when looking around.
  38258. */
  38259. _trackRoll: number;
  38260. /**
  38261. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38262. */
  38263. rollCorrect: number;
  38264. /**
  38265. * Mimic a banked turn, Rolling the camera when Yawing.
  38266. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38267. */
  38268. bankedTurn: boolean;
  38269. /**
  38270. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38271. */
  38272. bankedTurnLimit: number;
  38273. /**
  38274. * Value of 0 disables the banked Roll.
  38275. * Value of 1 is equal to the Yaw angle in radians.
  38276. */
  38277. bankedTurnMultiplier: number;
  38278. /**
  38279. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38280. */
  38281. inputs: FlyCameraInputsManager;
  38282. /**
  38283. * Gets the input sensibility for mouse input.
  38284. * Higher values reduce sensitivity.
  38285. */
  38286. /**
  38287. * Sets the input sensibility for a mouse input.
  38288. * Higher values reduce sensitivity.
  38289. */
  38290. angularSensibility: number;
  38291. /**
  38292. * Get the keys for camera movement forward.
  38293. */
  38294. /**
  38295. * Set the keys for camera movement forward.
  38296. */
  38297. keysForward: number[];
  38298. /**
  38299. * Get the keys for camera movement backward.
  38300. */
  38301. keysBackward: number[];
  38302. /**
  38303. * Get the keys for camera movement up.
  38304. */
  38305. /**
  38306. * Set the keys for camera movement up.
  38307. */
  38308. keysUp: number[];
  38309. /**
  38310. * Get the keys for camera movement down.
  38311. */
  38312. /**
  38313. * Set the keys for camera movement down.
  38314. */
  38315. keysDown: number[];
  38316. /**
  38317. * Get the keys for camera movement left.
  38318. */
  38319. /**
  38320. * Set the keys for camera movement left.
  38321. */
  38322. keysLeft: number[];
  38323. /**
  38324. * Set the keys for camera movement right.
  38325. */
  38326. /**
  38327. * Set the keys for camera movement right.
  38328. */
  38329. keysRight: number[];
  38330. /**
  38331. * Event raised when the camera collides with a mesh in the scene.
  38332. */
  38333. onCollide: (collidedMesh: AbstractMesh) => void;
  38334. private _collider;
  38335. private _needMoveForGravity;
  38336. private _oldPosition;
  38337. private _diffPosition;
  38338. private _newPosition;
  38339. /** @hidden */
  38340. _localDirection: Vector3;
  38341. /** @hidden */
  38342. _transformedDirection: Vector3;
  38343. /**
  38344. * Instantiates a FlyCamera.
  38345. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38346. * such as in a 3D Space Shooter or a Flight Simulator.
  38347. * @param name Define the name of the camera in the scene.
  38348. * @param position Define the starting position of the camera in the scene.
  38349. * @param scene Define the scene the camera belongs to.
  38350. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38351. */
  38352. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38353. /**
  38354. * Attach a control to the HTML DOM element.
  38355. * @param element Defines the element that listens to the input events.
  38356. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38357. */
  38358. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38359. /**
  38360. * Detach a control from the HTML DOM element.
  38361. * The camera will stop reacting to that input.
  38362. * @param element Defines the element that listens to the input events.
  38363. */
  38364. detachControl(element: HTMLElement): void;
  38365. private _collisionMask;
  38366. /**
  38367. * Get the mask that the camera ignores in collision events.
  38368. */
  38369. /**
  38370. * Set the mask that the camera ignores in collision events.
  38371. */
  38372. collisionMask: number;
  38373. /** @hidden */
  38374. _collideWithWorld(displacement: Vector3): void;
  38375. /** @hidden */
  38376. private _onCollisionPositionChange;
  38377. /** @hidden */
  38378. _checkInputs(): void;
  38379. /** @hidden */
  38380. _decideIfNeedsToMove(): boolean;
  38381. /** @hidden */
  38382. _updatePosition(): void;
  38383. /**
  38384. * Restore the Roll to its target value at the rate specified.
  38385. * @param rate - Higher means slower restoring.
  38386. * @hidden
  38387. */
  38388. restoreRoll(rate: number): void;
  38389. /**
  38390. * Destroy the camera and release the current resources held by it.
  38391. */
  38392. dispose(): void;
  38393. /**
  38394. * Get the current object class name.
  38395. * @returns the class name.
  38396. */
  38397. getClassName(): string;
  38398. }
  38399. }
  38400. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38401. import { Nullable } from "babylonjs/types";
  38402. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38403. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38404. /**
  38405. * Listen to keyboard events to control the camera.
  38406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38407. */
  38408. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38409. /**
  38410. * Defines the camera the input is attached to.
  38411. */
  38412. camera: FlyCamera;
  38413. /**
  38414. * The list of keyboard keys used to control the forward move of the camera.
  38415. */
  38416. keysForward: number[];
  38417. /**
  38418. * The list of keyboard keys used to control the backward move of the camera.
  38419. */
  38420. keysBackward: number[];
  38421. /**
  38422. * The list of keyboard keys used to control the forward move of the camera.
  38423. */
  38424. keysUp: number[];
  38425. /**
  38426. * The list of keyboard keys used to control the backward move of the camera.
  38427. */
  38428. keysDown: number[];
  38429. /**
  38430. * The list of keyboard keys used to control the right strafe move of the camera.
  38431. */
  38432. keysRight: number[];
  38433. /**
  38434. * The list of keyboard keys used to control the left strafe move of the camera.
  38435. */
  38436. keysLeft: number[];
  38437. private _keys;
  38438. private _onCanvasBlurObserver;
  38439. private _onKeyboardObserver;
  38440. private _engine;
  38441. private _scene;
  38442. /**
  38443. * Attach the input controls to a specific dom element to get the input from.
  38444. * @param element Defines the element the controls should be listened from
  38445. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38446. */
  38447. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38448. /**
  38449. * Detach the current controls from the specified dom element.
  38450. * @param element Defines the element to stop listening the inputs from
  38451. */
  38452. detachControl(element: Nullable<HTMLElement>): void;
  38453. /**
  38454. * Gets the class name of the current intput.
  38455. * @returns the class name
  38456. */
  38457. getClassName(): string;
  38458. /** @hidden */
  38459. _onLostFocus(e: FocusEvent): void;
  38460. /**
  38461. * Get the friendly name associated with the input class.
  38462. * @returns the input friendly name
  38463. */
  38464. getSimpleName(): string;
  38465. /**
  38466. * Update the current camera state depending on the inputs that have been used this frame.
  38467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38468. */
  38469. checkInputs(): void;
  38470. }
  38471. }
  38472. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38473. import { Nullable } from "babylonjs/types";
  38474. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38475. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38476. /**
  38477. * Manage the mouse wheel inputs to control a follow camera.
  38478. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38479. */
  38480. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38481. /**
  38482. * Defines the camera the input is attached to.
  38483. */
  38484. camera: FollowCamera;
  38485. /**
  38486. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38487. */
  38488. axisControlRadius: boolean;
  38489. /**
  38490. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38491. */
  38492. axisControlHeight: boolean;
  38493. /**
  38494. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38495. */
  38496. axisControlRotation: boolean;
  38497. /**
  38498. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38499. * relation to mouseWheel events.
  38500. */
  38501. wheelPrecision: number;
  38502. /**
  38503. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38504. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38505. */
  38506. wheelDeltaPercentage: number;
  38507. private _wheel;
  38508. private _observer;
  38509. /**
  38510. * Attach the input controls to a specific dom element to get the input from.
  38511. * @param element Defines the element the controls should be listened from
  38512. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38513. */
  38514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38515. /**
  38516. * Detach the current controls from the specified dom element.
  38517. * @param element Defines the element to stop listening the inputs from
  38518. */
  38519. detachControl(element: Nullable<HTMLElement>): void;
  38520. /**
  38521. * Gets the class name of the current intput.
  38522. * @returns the class name
  38523. */
  38524. getClassName(): string;
  38525. /**
  38526. * Get the friendly name associated with the input class.
  38527. * @returns the input friendly name
  38528. */
  38529. getSimpleName(): string;
  38530. }
  38531. }
  38532. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38533. import { Nullable } from "babylonjs/types";
  38534. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38535. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38536. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38537. /**
  38538. * Manage the pointers inputs to control an follow camera.
  38539. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38540. */
  38541. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38542. /**
  38543. * Defines the camera the input is attached to.
  38544. */
  38545. camera: FollowCamera;
  38546. /**
  38547. * Gets the class name of the current input.
  38548. * @returns the class name
  38549. */
  38550. getClassName(): string;
  38551. /**
  38552. * Defines the pointer angular sensibility along the X axis or how fast is
  38553. * the camera rotating.
  38554. * A negative number will reverse the axis direction.
  38555. */
  38556. angularSensibilityX: number;
  38557. /**
  38558. * Defines the pointer angular sensibility along the Y axis or how fast is
  38559. * the camera rotating.
  38560. * A negative number will reverse the axis direction.
  38561. */
  38562. angularSensibilityY: number;
  38563. /**
  38564. * Defines the pointer pinch precision or how fast is the camera zooming.
  38565. * A negative number will reverse the axis direction.
  38566. */
  38567. pinchPrecision: number;
  38568. /**
  38569. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38570. * from 0.
  38571. * It defines the percentage of current camera.radius to use as delta when
  38572. * pinch zoom is used.
  38573. */
  38574. pinchDeltaPercentage: number;
  38575. /**
  38576. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38577. */
  38578. axisXControlRadius: boolean;
  38579. /**
  38580. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38581. */
  38582. axisXControlHeight: boolean;
  38583. /**
  38584. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38585. */
  38586. axisXControlRotation: boolean;
  38587. /**
  38588. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38589. */
  38590. axisYControlRadius: boolean;
  38591. /**
  38592. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38593. */
  38594. axisYControlHeight: boolean;
  38595. /**
  38596. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38597. */
  38598. axisYControlRotation: boolean;
  38599. /**
  38600. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38601. */
  38602. axisPinchControlRadius: boolean;
  38603. /**
  38604. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38605. */
  38606. axisPinchControlHeight: boolean;
  38607. /**
  38608. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38609. */
  38610. axisPinchControlRotation: boolean;
  38611. /**
  38612. * Log error messages if basic misconfiguration has occurred.
  38613. */
  38614. warningEnable: boolean;
  38615. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38616. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38617. private _warningCounter;
  38618. private _warning;
  38619. }
  38620. }
  38621. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38622. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38623. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38624. /**
  38625. * Default Inputs manager for the FollowCamera.
  38626. * It groups all the default supported inputs for ease of use.
  38627. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38628. */
  38629. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38630. /**
  38631. * Instantiates a new FollowCameraInputsManager.
  38632. * @param camera Defines the camera the inputs belong to
  38633. */
  38634. constructor(camera: FollowCamera);
  38635. /**
  38636. * Add keyboard input support to the input manager.
  38637. * @returns the current input manager
  38638. */
  38639. addKeyboard(): FollowCameraInputsManager;
  38640. /**
  38641. * Add mouse wheel input support to the input manager.
  38642. * @returns the current input manager
  38643. */
  38644. addMouseWheel(): FollowCameraInputsManager;
  38645. /**
  38646. * Add pointers input support to the input manager.
  38647. * @returns the current input manager
  38648. */
  38649. addPointers(): FollowCameraInputsManager;
  38650. /**
  38651. * Add orientation input support to the input manager.
  38652. * @returns the current input manager
  38653. */
  38654. addVRDeviceOrientation(): FollowCameraInputsManager;
  38655. }
  38656. }
  38657. declare module "babylonjs/Cameras/followCamera" {
  38658. import { Nullable } from "babylonjs/types";
  38659. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38660. import { Scene } from "babylonjs/scene";
  38661. import { Vector3 } from "babylonjs/Maths/math.vector";
  38662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38663. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38664. /**
  38665. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38666. * an arc rotate version arcFollowCamera are available.
  38667. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38668. */
  38669. export class FollowCamera extends TargetCamera {
  38670. /**
  38671. * Distance the follow camera should follow an object at
  38672. */
  38673. radius: number;
  38674. /**
  38675. * Minimum allowed distance of the camera to the axis of rotation
  38676. * (The camera can not get closer).
  38677. * This can help limiting how the Camera is able to move in the scene.
  38678. */
  38679. lowerRadiusLimit: Nullable<number>;
  38680. /**
  38681. * Maximum allowed distance of the camera to the axis of rotation
  38682. * (The camera can not get further).
  38683. * This can help limiting how the Camera is able to move in the scene.
  38684. */
  38685. upperRadiusLimit: Nullable<number>;
  38686. /**
  38687. * Define a rotation offset between the camera and the object it follows
  38688. */
  38689. rotationOffset: number;
  38690. /**
  38691. * Minimum allowed angle to camera position relative to target object.
  38692. * This can help limiting how the Camera is able to move in the scene.
  38693. */
  38694. lowerRotationOffsetLimit: Nullable<number>;
  38695. /**
  38696. * Maximum allowed angle to camera position relative to target object.
  38697. * This can help limiting how the Camera is able to move in the scene.
  38698. */
  38699. upperRotationOffsetLimit: Nullable<number>;
  38700. /**
  38701. * Define a height offset between the camera and the object it follows.
  38702. * It can help following an object from the top (like a car chaing a plane)
  38703. */
  38704. heightOffset: number;
  38705. /**
  38706. * Minimum allowed height of camera position relative to target object.
  38707. * This can help limiting how the Camera is able to move in the scene.
  38708. */
  38709. lowerHeightOffsetLimit: Nullable<number>;
  38710. /**
  38711. * Maximum allowed height of camera position relative to target object.
  38712. * This can help limiting how the Camera is able to move in the scene.
  38713. */
  38714. upperHeightOffsetLimit: Nullable<number>;
  38715. /**
  38716. * Define how fast the camera can accelerate to follow it s target.
  38717. */
  38718. cameraAcceleration: number;
  38719. /**
  38720. * Define the speed limit of the camera following an object.
  38721. */
  38722. maxCameraSpeed: number;
  38723. /**
  38724. * Define the target of the camera.
  38725. */
  38726. lockedTarget: Nullable<AbstractMesh>;
  38727. /**
  38728. * Defines the input associated with the camera.
  38729. */
  38730. inputs: FollowCameraInputsManager;
  38731. /**
  38732. * Instantiates the follow camera.
  38733. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38734. * @param name Define the name of the camera in the scene
  38735. * @param position Define the position of the camera
  38736. * @param scene Define the scene the camera belong to
  38737. * @param lockedTarget Define the target of the camera
  38738. */
  38739. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38740. private _follow;
  38741. /**
  38742. * Attached controls to the current camera.
  38743. * @param element Defines the element the controls should be listened from
  38744. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38745. */
  38746. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38747. /**
  38748. * Detach the current controls from the camera.
  38749. * The camera will stop reacting to inputs.
  38750. * @param element Defines the element to stop listening the inputs from
  38751. */
  38752. detachControl(element: HTMLElement): void;
  38753. /** @hidden */
  38754. _checkInputs(): void;
  38755. private _checkLimits;
  38756. /**
  38757. * Gets the camera class name.
  38758. * @returns the class name
  38759. */
  38760. getClassName(): string;
  38761. }
  38762. /**
  38763. * Arc Rotate version of the follow camera.
  38764. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38765. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38766. */
  38767. export class ArcFollowCamera extends TargetCamera {
  38768. /** The longitudinal angle of the camera */
  38769. alpha: number;
  38770. /** The latitudinal angle of the camera */
  38771. beta: number;
  38772. /** The radius of the camera from its target */
  38773. radius: number;
  38774. /** Define the camera target (the messh it should follow) */
  38775. target: Nullable<AbstractMesh>;
  38776. private _cartesianCoordinates;
  38777. /**
  38778. * Instantiates a new ArcFollowCamera
  38779. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38780. * @param name Define the name of the camera
  38781. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38782. * @param beta Define the rotation angle of the camera around the elevation axis
  38783. * @param radius Define the radius of the camera from its target point
  38784. * @param target Define the target of the camera
  38785. * @param scene Define the scene the camera belongs to
  38786. */
  38787. constructor(name: string,
  38788. /** The longitudinal angle of the camera */
  38789. alpha: number,
  38790. /** The latitudinal angle of the camera */
  38791. beta: number,
  38792. /** The radius of the camera from its target */
  38793. radius: number,
  38794. /** Define the camera target (the messh it should follow) */
  38795. target: Nullable<AbstractMesh>, scene: Scene);
  38796. private _follow;
  38797. /** @hidden */
  38798. _checkInputs(): void;
  38799. /**
  38800. * Returns the class name of the object.
  38801. * It is mostly used internally for serialization purposes.
  38802. */
  38803. getClassName(): string;
  38804. }
  38805. }
  38806. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38807. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38808. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38809. import { Nullable } from "babylonjs/types";
  38810. /**
  38811. * Manage the keyboard inputs to control the movement of a follow camera.
  38812. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38813. */
  38814. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38815. /**
  38816. * Defines the camera the input is attached to.
  38817. */
  38818. camera: FollowCamera;
  38819. /**
  38820. * Defines the list of key codes associated with the up action (increase heightOffset)
  38821. */
  38822. keysHeightOffsetIncr: number[];
  38823. /**
  38824. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38825. */
  38826. keysHeightOffsetDecr: number[];
  38827. /**
  38828. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38829. */
  38830. keysHeightOffsetModifierAlt: boolean;
  38831. /**
  38832. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38833. */
  38834. keysHeightOffsetModifierCtrl: boolean;
  38835. /**
  38836. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38837. */
  38838. keysHeightOffsetModifierShift: boolean;
  38839. /**
  38840. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38841. */
  38842. keysRotationOffsetIncr: number[];
  38843. /**
  38844. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38845. */
  38846. keysRotationOffsetDecr: number[];
  38847. /**
  38848. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38849. */
  38850. keysRotationOffsetModifierAlt: boolean;
  38851. /**
  38852. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38853. */
  38854. keysRotationOffsetModifierCtrl: boolean;
  38855. /**
  38856. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38857. */
  38858. keysRotationOffsetModifierShift: boolean;
  38859. /**
  38860. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38861. */
  38862. keysRadiusIncr: number[];
  38863. /**
  38864. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38865. */
  38866. keysRadiusDecr: number[];
  38867. /**
  38868. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38869. */
  38870. keysRadiusModifierAlt: boolean;
  38871. /**
  38872. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38873. */
  38874. keysRadiusModifierCtrl: boolean;
  38875. /**
  38876. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38877. */
  38878. keysRadiusModifierShift: boolean;
  38879. /**
  38880. * Defines the rate of change of heightOffset.
  38881. */
  38882. heightSensibility: number;
  38883. /**
  38884. * Defines the rate of change of rotationOffset.
  38885. */
  38886. rotationSensibility: number;
  38887. /**
  38888. * Defines the rate of change of radius.
  38889. */
  38890. radiusSensibility: number;
  38891. private _keys;
  38892. private _ctrlPressed;
  38893. private _altPressed;
  38894. private _shiftPressed;
  38895. private _onCanvasBlurObserver;
  38896. private _onKeyboardObserver;
  38897. private _engine;
  38898. private _scene;
  38899. /**
  38900. * Attach the input controls to a specific dom element to get the input from.
  38901. * @param element Defines the element the controls should be listened from
  38902. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38903. */
  38904. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38905. /**
  38906. * Detach the current controls from the specified dom element.
  38907. * @param element Defines the element to stop listening the inputs from
  38908. */
  38909. detachControl(element: Nullable<HTMLElement>): void;
  38910. /**
  38911. * Update the current camera state depending on the inputs that have been used this frame.
  38912. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38913. */
  38914. checkInputs(): void;
  38915. /**
  38916. * Gets the class name of the current input.
  38917. * @returns the class name
  38918. */
  38919. getClassName(): string;
  38920. /**
  38921. * Get the friendly name associated with the input class.
  38922. * @returns the input friendly name
  38923. */
  38924. getSimpleName(): string;
  38925. /**
  38926. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38927. * allow modification of the heightOffset value.
  38928. */
  38929. private _modifierHeightOffset;
  38930. /**
  38931. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38932. * allow modification of the rotationOffset value.
  38933. */
  38934. private _modifierRotationOffset;
  38935. /**
  38936. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38937. * allow modification of the radius value.
  38938. */
  38939. private _modifierRadius;
  38940. }
  38941. }
  38942. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  38943. import { Nullable } from "babylonjs/types";
  38944. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38945. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  38946. import { Observable } from "babylonjs/Misc/observable";
  38947. module "babylonjs/Cameras/freeCameraInputsManager" {
  38948. interface FreeCameraInputsManager {
  38949. /**
  38950. * @hidden
  38951. */
  38952. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  38953. /**
  38954. * Add orientation input support to the input manager.
  38955. * @returns the current input manager
  38956. */
  38957. addDeviceOrientation(): FreeCameraInputsManager;
  38958. }
  38959. }
  38960. /**
  38961. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  38962. * Screen rotation is taken into account.
  38963. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38964. */
  38965. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  38966. private _camera;
  38967. private _screenOrientationAngle;
  38968. private _constantTranform;
  38969. private _screenQuaternion;
  38970. private _alpha;
  38971. private _beta;
  38972. private _gamma;
  38973. /**
  38974. * Can be used to detect if a device orientation sensor is availible on a device
  38975. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  38976. * @returns a promise that will resolve on orientation change
  38977. */
  38978. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  38979. /**
  38980. * @hidden
  38981. */
  38982. _onDeviceOrientationChangedObservable: Observable<void>;
  38983. /**
  38984. * Instantiates a new input
  38985. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38986. */
  38987. constructor();
  38988. /**
  38989. * Define the camera controlled by the input.
  38990. */
  38991. camera: FreeCamera;
  38992. /**
  38993. * Attach the input controls to a specific dom element to get the input from.
  38994. * @param element Defines the element the controls should be listened from
  38995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38996. */
  38997. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38998. private _orientationChanged;
  38999. private _deviceOrientation;
  39000. /**
  39001. * Detach the current controls from the specified dom element.
  39002. * @param element Defines the element to stop listening the inputs from
  39003. */
  39004. detachControl(element: Nullable<HTMLElement>): void;
  39005. /**
  39006. * Update the current camera state depending on the inputs that have been used this frame.
  39007. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39008. */
  39009. checkInputs(): void;
  39010. /**
  39011. * Gets the class name of the current intput.
  39012. * @returns the class name
  39013. */
  39014. getClassName(): string;
  39015. /**
  39016. * Get the friendly name associated with the input class.
  39017. * @returns the input friendly name
  39018. */
  39019. getSimpleName(): string;
  39020. }
  39021. }
  39022. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39023. import { Nullable } from "babylonjs/types";
  39024. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39025. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39026. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39027. /**
  39028. * Manage the gamepad inputs to control a free camera.
  39029. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39030. */
  39031. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39032. /**
  39033. * Define the camera the input is attached to.
  39034. */
  39035. camera: FreeCamera;
  39036. /**
  39037. * Define the Gamepad controlling the input
  39038. */
  39039. gamepad: Nullable<Gamepad>;
  39040. /**
  39041. * Defines the gamepad rotation sensiblity.
  39042. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39043. */
  39044. gamepadAngularSensibility: number;
  39045. /**
  39046. * Defines the gamepad move sensiblity.
  39047. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39048. */
  39049. gamepadMoveSensibility: number;
  39050. private _onGamepadConnectedObserver;
  39051. private _onGamepadDisconnectedObserver;
  39052. private _cameraTransform;
  39053. private _deltaTransform;
  39054. private _vector3;
  39055. private _vector2;
  39056. /**
  39057. * Attach the input controls to a specific dom element to get the input from.
  39058. * @param element Defines the element the controls should be listened from
  39059. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39060. */
  39061. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39062. /**
  39063. * Detach the current controls from the specified dom element.
  39064. * @param element Defines the element to stop listening the inputs from
  39065. */
  39066. detachControl(element: Nullable<HTMLElement>): void;
  39067. /**
  39068. * Update the current camera state depending on the inputs that have been used this frame.
  39069. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39070. */
  39071. checkInputs(): void;
  39072. /**
  39073. * Gets the class name of the current intput.
  39074. * @returns the class name
  39075. */
  39076. getClassName(): string;
  39077. /**
  39078. * Get the friendly name associated with the input class.
  39079. * @returns the input friendly name
  39080. */
  39081. getSimpleName(): string;
  39082. }
  39083. }
  39084. declare module "babylonjs/Misc/virtualJoystick" {
  39085. import { Nullable } from "babylonjs/types";
  39086. import { Vector3 } from "babylonjs/Maths/math.vector";
  39087. /**
  39088. * Defines the potential axis of a Joystick
  39089. */
  39090. export enum JoystickAxis {
  39091. /** X axis */
  39092. X = 0,
  39093. /** Y axis */
  39094. Y = 1,
  39095. /** Z axis */
  39096. Z = 2
  39097. }
  39098. /**
  39099. * Class used to define virtual joystick (used in touch mode)
  39100. */
  39101. export class VirtualJoystick {
  39102. /**
  39103. * Gets or sets a boolean indicating that left and right values must be inverted
  39104. */
  39105. reverseLeftRight: boolean;
  39106. /**
  39107. * Gets or sets a boolean indicating that up and down values must be inverted
  39108. */
  39109. reverseUpDown: boolean;
  39110. /**
  39111. * Gets the offset value for the position (ie. the change of the position value)
  39112. */
  39113. deltaPosition: Vector3;
  39114. /**
  39115. * Gets a boolean indicating if the virtual joystick was pressed
  39116. */
  39117. pressed: boolean;
  39118. /**
  39119. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39120. */
  39121. static Canvas: Nullable<HTMLCanvasElement>;
  39122. private static _globalJoystickIndex;
  39123. private static vjCanvasContext;
  39124. private static vjCanvasWidth;
  39125. private static vjCanvasHeight;
  39126. private static halfWidth;
  39127. private _action;
  39128. private _axisTargetedByLeftAndRight;
  39129. private _axisTargetedByUpAndDown;
  39130. private _joystickSensibility;
  39131. private _inversedSensibility;
  39132. private _joystickPointerID;
  39133. private _joystickColor;
  39134. private _joystickPointerPos;
  39135. private _joystickPreviousPointerPos;
  39136. private _joystickPointerStartPos;
  39137. private _deltaJoystickVector;
  39138. private _leftJoystick;
  39139. private _touches;
  39140. private _onPointerDownHandlerRef;
  39141. private _onPointerMoveHandlerRef;
  39142. private _onPointerUpHandlerRef;
  39143. private _onResize;
  39144. /**
  39145. * Creates a new virtual joystick
  39146. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39147. */
  39148. constructor(leftJoystick?: boolean);
  39149. /**
  39150. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39151. * @param newJoystickSensibility defines the new sensibility
  39152. */
  39153. setJoystickSensibility(newJoystickSensibility: number): void;
  39154. private _onPointerDown;
  39155. private _onPointerMove;
  39156. private _onPointerUp;
  39157. /**
  39158. * Change the color of the virtual joystick
  39159. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39160. */
  39161. setJoystickColor(newColor: string): void;
  39162. /**
  39163. * Defines a callback to call when the joystick is touched
  39164. * @param action defines the callback
  39165. */
  39166. setActionOnTouch(action: () => any): void;
  39167. /**
  39168. * Defines which axis you'd like to control for left & right
  39169. * @param axis defines the axis to use
  39170. */
  39171. setAxisForLeftRight(axis: JoystickAxis): void;
  39172. /**
  39173. * Defines which axis you'd like to control for up & down
  39174. * @param axis defines the axis to use
  39175. */
  39176. setAxisForUpDown(axis: JoystickAxis): void;
  39177. private _drawVirtualJoystick;
  39178. /**
  39179. * Release internal HTML canvas
  39180. */
  39181. releaseCanvas(): void;
  39182. }
  39183. }
  39184. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39185. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39186. import { Nullable } from "babylonjs/types";
  39187. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39188. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39189. module "babylonjs/Cameras/freeCameraInputsManager" {
  39190. interface FreeCameraInputsManager {
  39191. /**
  39192. * Add virtual joystick input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addVirtualJoystick(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39201. */
  39202. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39203. /**
  39204. * Defines the camera the input is attached to.
  39205. */
  39206. camera: FreeCamera;
  39207. private _leftjoystick;
  39208. private _rightjoystick;
  39209. /**
  39210. * Gets the left stick of the virtual joystick.
  39211. * @returns The virtual Joystick
  39212. */
  39213. getLeftJoystick(): VirtualJoystick;
  39214. /**
  39215. * Gets the right stick of the virtual joystick.
  39216. * @returns The virtual Joystick
  39217. */
  39218. getRightJoystick(): VirtualJoystick;
  39219. /**
  39220. * Update the current camera state depending on the inputs that have been used this frame.
  39221. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39222. */
  39223. checkInputs(): void;
  39224. /**
  39225. * Attach the input controls to a specific dom element to get the input from.
  39226. * @param element Defines the element the controls should be listened from
  39227. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39228. */
  39229. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39230. /**
  39231. * Detach the current controls from the specified dom element.
  39232. * @param element Defines the element to stop listening the inputs from
  39233. */
  39234. detachControl(element: Nullable<HTMLElement>): void;
  39235. /**
  39236. * Gets the class name of the current intput.
  39237. * @returns the class name
  39238. */
  39239. getClassName(): string;
  39240. /**
  39241. * Get the friendly name associated with the input class.
  39242. * @returns the input friendly name
  39243. */
  39244. getSimpleName(): string;
  39245. }
  39246. }
  39247. declare module "babylonjs/Cameras/Inputs/index" {
  39248. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39249. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39250. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39251. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39252. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39253. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39254. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39255. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39256. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39257. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39258. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39259. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39260. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39261. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39262. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39263. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39264. }
  39265. declare module "babylonjs/Cameras/touchCamera" {
  39266. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39267. import { Scene } from "babylonjs/scene";
  39268. import { Vector3 } from "babylonjs/Maths/math.vector";
  39269. /**
  39270. * This represents a FPS type of camera controlled by touch.
  39271. * This is like a universal camera minus the Gamepad controls.
  39272. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39273. */
  39274. export class TouchCamera extends FreeCamera {
  39275. /**
  39276. * Defines the touch sensibility for rotation.
  39277. * The higher the faster.
  39278. */
  39279. touchAngularSensibility: number;
  39280. /**
  39281. * Defines the touch sensibility for move.
  39282. * The higher the faster.
  39283. */
  39284. touchMoveSensibility: number;
  39285. /**
  39286. * Instantiates a new touch camera.
  39287. * This represents a FPS type of camera controlled by touch.
  39288. * This is like a universal camera minus the Gamepad controls.
  39289. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39290. * @param name Define the name of the camera in the scene
  39291. * @param position Define the start position of the camera in the scene
  39292. * @param scene Define the scene the camera belongs to
  39293. */
  39294. constructor(name: string, position: Vector3, scene: Scene);
  39295. /**
  39296. * Gets the current object class name.
  39297. * @return the class name
  39298. */
  39299. getClassName(): string;
  39300. /** @hidden */
  39301. _setupInputs(): void;
  39302. }
  39303. }
  39304. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39305. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39306. import { Scene } from "babylonjs/scene";
  39307. import { Vector3 } from "babylonjs/Maths/math.vector";
  39308. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39309. import { Axis } from "babylonjs/Maths/math.axis";
  39310. /**
  39311. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39312. * being tilted forward or back and left or right.
  39313. */
  39314. export class DeviceOrientationCamera extends FreeCamera {
  39315. private _initialQuaternion;
  39316. private _quaternionCache;
  39317. private _tmpDragQuaternion;
  39318. /**
  39319. * Creates a new device orientation camera
  39320. * @param name The name of the camera
  39321. * @param position The start position camera
  39322. * @param scene The scene the camera belongs to
  39323. */
  39324. constructor(name: string, position: Vector3, scene: Scene);
  39325. /**
  39326. * @hidden
  39327. * Disabled pointer input on first orientation sensor update (Default: true)
  39328. */
  39329. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39330. private _dragFactor;
  39331. /**
  39332. * Enabled turning on the y axis when the orientation sensor is active
  39333. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39334. */
  39335. enableHorizontalDragging(dragFactor?: number): void;
  39336. /**
  39337. * Gets the current instance class name ("DeviceOrientationCamera").
  39338. * This helps avoiding instanceof at run time.
  39339. * @returns the class name
  39340. */
  39341. getClassName(): string;
  39342. /**
  39343. * @hidden
  39344. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39345. */
  39346. _checkInputs(): void;
  39347. /**
  39348. * Reset the camera to its default orientation on the specified axis only.
  39349. * @param axis The axis to reset
  39350. */
  39351. resetToCurrentRotation(axis?: Axis): void;
  39352. }
  39353. }
  39354. declare module "babylonjs/Gamepads/xboxGamepad" {
  39355. import { Observable } from "babylonjs/Misc/observable";
  39356. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39357. /**
  39358. * Defines supported buttons for XBox360 compatible gamepads
  39359. */
  39360. export enum Xbox360Button {
  39361. /** A */
  39362. A = 0,
  39363. /** B */
  39364. B = 1,
  39365. /** X */
  39366. X = 2,
  39367. /** Y */
  39368. Y = 3,
  39369. /** Start */
  39370. Start = 4,
  39371. /** Back */
  39372. Back = 5,
  39373. /** Left button */
  39374. LB = 6,
  39375. /** Right button */
  39376. RB = 7,
  39377. /** Left stick */
  39378. LeftStick = 8,
  39379. /** Right stick */
  39380. RightStick = 9
  39381. }
  39382. /** Defines values for XBox360 DPad */
  39383. export enum Xbox360Dpad {
  39384. /** Up */
  39385. Up = 0,
  39386. /** Down */
  39387. Down = 1,
  39388. /** Left */
  39389. Left = 2,
  39390. /** Right */
  39391. Right = 3
  39392. }
  39393. /**
  39394. * Defines a XBox360 gamepad
  39395. */
  39396. export class Xbox360Pad extends Gamepad {
  39397. private _leftTrigger;
  39398. private _rightTrigger;
  39399. private _onlefttriggerchanged;
  39400. private _onrighttriggerchanged;
  39401. private _onbuttondown;
  39402. private _onbuttonup;
  39403. private _ondpaddown;
  39404. private _ondpadup;
  39405. /** Observable raised when a button is pressed */
  39406. onButtonDownObservable: Observable<Xbox360Button>;
  39407. /** Observable raised when a button is released */
  39408. onButtonUpObservable: Observable<Xbox360Button>;
  39409. /** Observable raised when a pad is pressed */
  39410. onPadDownObservable: Observable<Xbox360Dpad>;
  39411. /** Observable raised when a pad is released */
  39412. onPadUpObservable: Observable<Xbox360Dpad>;
  39413. private _buttonA;
  39414. private _buttonB;
  39415. private _buttonX;
  39416. private _buttonY;
  39417. private _buttonBack;
  39418. private _buttonStart;
  39419. private _buttonLB;
  39420. private _buttonRB;
  39421. private _buttonLeftStick;
  39422. private _buttonRightStick;
  39423. private _dPadUp;
  39424. private _dPadDown;
  39425. private _dPadLeft;
  39426. private _dPadRight;
  39427. private _isXboxOnePad;
  39428. /**
  39429. * Creates a new XBox360 gamepad object
  39430. * @param id defines the id of this gamepad
  39431. * @param index defines its index
  39432. * @param gamepad defines the internal HTML gamepad object
  39433. * @param xboxOne defines if it is a XBox One gamepad
  39434. */
  39435. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39436. /**
  39437. * Defines the callback to call when left trigger is pressed
  39438. * @param callback defines the callback to use
  39439. */
  39440. onlefttriggerchanged(callback: (value: number) => void): void;
  39441. /**
  39442. * Defines the callback to call when right trigger is pressed
  39443. * @param callback defines the callback to use
  39444. */
  39445. onrighttriggerchanged(callback: (value: number) => void): void;
  39446. /**
  39447. * Gets the left trigger value
  39448. */
  39449. /**
  39450. * Sets the left trigger value
  39451. */
  39452. leftTrigger: number;
  39453. /**
  39454. * Gets the right trigger value
  39455. */
  39456. /**
  39457. * Sets the right trigger value
  39458. */
  39459. rightTrigger: number;
  39460. /**
  39461. * Defines the callback to call when a button is pressed
  39462. * @param callback defines the callback to use
  39463. */
  39464. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39465. /**
  39466. * Defines the callback to call when a button is released
  39467. * @param callback defines the callback to use
  39468. */
  39469. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39470. /**
  39471. * Defines the callback to call when a pad is pressed
  39472. * @param callback defines the callback to use
  39473. */
  39474. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39475. /**
  39476. * Defines the callback to call when a pad is released
  39477. * @param callback defines the callback to use
  39478. */
  39479. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39480. private _setButtonValue;
  39481. private _setDPadValue;
  39482. /**
  39483. * Gets the value of the `A` button
  39484. */
  39485. /**
  39486. * Sets the value of the `A` button
  39487. */
  39488. buttonA: number;
  39489. /**
  39490. * Gets the value of the `B` button
  39491. */
  39492. /**
  39493. * Sets the value of the `B` button
  39494. */
  39495. buttonB: number;
  39496. /**
  39497. * Gets the value of the `X` button
  39498. */
  39499. /**
  39500. * Sets the value of the `X` button
  39501. */
  39502. buttonX: number;
  39503. /**
  39504. * Gets the value of the `Y` button
  39505. */
  39506. /**
  39507. * Sets the value of the `Y` button
  39508. */
  39509. buttonY: number;
  39510. /**
  39511. * Gets the value of the `Start` button
  39512. */
  39513. /**
  39514. * Sets the value of the `Start` button
  39515. */
  39516. buttonStart: number;
  39517. /**
  39518. * Gets the value of the `Back` button
  39519. */
  39520. /**
  39521. * Sets the value of the `Back` button
  39522. */
  39523. buttonBack: number;
  39524. /**
  39525. * Gets the value of the `Left` button
  39526. */
  39527. /**
  39528. * Sets the value of the `Left` button
  39529. */
  39530. buttonLB: number;
  39531. /**
  39532. * Gets the value of the `Right` button
  39533. */
  39534. /**
  39535. * Sets the value of the `Right` button
  39536. */
  39537. buttonRB: number;
  39538. /**
  39539. * Gets the value of the Left joystick
  39540. */
  39541. /**
  39542. * Sets the value of the Left joystick
  39543. */
  39544. buttonLeftStick: number;
  39545. /**
  39546. * Gets the value of the Right joystick
  39547. */
  39548. /**
  39549. * Sets the value of the Right joystick
  39550. */
  39551. buttonRightStick: number;
  39552. /**
  39553. * Gets the value of D-pad up
  39554. */
  39555. /**
  39556. * Sets the value of D-pad up
  39557. */
  39558. dPadUp: number;
  39559. /**
  39560. * Gets the value of D-pad down
  39561. */
  39562. /**
  39563. * Sets the value of D-pad down
  39564. */
  39565. dPadDown: number;
  39566. /**
  39567. * Gets the value of D-pad left
  39568. */
  39569. /**
  39570. * Sets the value of D-pad left
  39571. */
  39572. dPadLeft: number;
  39573. /**
  39574. * Gets the value of D-pad right
  39575. */
  39576. /**
  39577. * Sets the value of D-pad right
  39578. */
  39579. dPadRight: number;
  39580. /**
  39581. * Force the gamepad to synchronize with device values
  39582. */
  39583. update(): void;
  39584. /**
  39585. * Disposes the gamepad
  39586. */
  39587. dispose(): void;
  39588. }
  39589. }
  39590. declare module "babylonjs/Gamepads/gamepadManager" {
  39591. import { Observable } from "babylonjs/Misc/observable";
  39592. import { Nullable } from "babylonjs/types";
  39593. import { Scene } from "babylonjs/scene";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Manager for handling gamepads
  39597. */
  39598. export class GamepadManager {
  39599. private _scene?;
  39600. private _babylonGamepads;
  39601. private _oneGamepadConnected;
  39602. /** @hidden */
  39603. _isMonitoring: boolean;
  39604. private _gamepadEventSupported;
  39605. private _gamepadSupport;
  39606. /**
  39607. * observable to be triggered when the gamepad controller has been connected
  39608. */
  39609. onGamepadConnectedObservable: Observable<Gamepad>;
  39610. /**
  39611. * observable to be triggered when the gamepad controller has been disconnected
  39612. */
  39613. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39614. private _onGamepadConnectedEvent;
  39615. private _onGamepadDisconnectedEvent;
  39616. /**
  39617. * Initializes the gamepad manager
  39618. * @param _scene BabylonJS scene
  39619. */
  39620. constructor(_scene?: Scene | undefined);
  39621. /**
  39622. * The gamepads in the game pad manager
  39623. */
  39624. readonly gamepads: Gamepad[];
  39625. /**
  39626. * Get the gamepad controllers based on type
  39627. * @param type The type of gamepad controller
  39628. * @returns Nullable gamepad
  39629. */
  39630. getGamepadByType(type?: number): Nullable<Gamepad>;
  39631. /**
  39632. * Disposes the gamepad manager
  39633. */
  39634. dispose(): void;
  39635. private _addNewGamepad;
  39636. private _startMonitoringGamepads;
  39637. private _stopMonitoringGamepads;
  39638. /** @hidden */
  39639. _checkGamepadsStatus(): void;
  39640. private _updateGamepadObjects;
  39641. }
  39642. }
  39643. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39644. import { Nullable } from "babylonjs/types";
  39645. import { Scene } from "babylonjs/scene";
  39646. import { ISceneComponent } from "babylonjs/sceneComponent";
  39647. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39648. module "babylonjs/scene" {
  39649. interface Scene {
  39650. /** @hidden */
  39651. _gamepadManager: Nullable<GamepadManager>;
  39652. /**
  39653. * Gets the gamepad manager associated with the scene
  39654. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39655. */
  39656. gamepadManager: GamepadManager;
  39657. }
  39658. }
  39659. module "babylonjs/Cameras/freeCameraInputsManager" {
  39660. /**
  39661. * Interface representing a free camera inputs manager
  39662. */
  39663. interface FreeCameraInputsManager {
  39664. /**
  39665. * Adds gamepad input support to the FreeCameraInputsManager.
  39666. * @returns the FreeCameraInputsManager
  39667. */
  39668. addGamepad(): FreeCameraInputsManager;
  39669. }
  39670. }
  39671. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39672. /**
  39673. * Interface representing an arc rotate camera inputs manager
  39674. */
  39675. interface ArcRotateCameraInputsManager {
  39676. /**
  39677. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39678. * @returns the camera inputs manager
  39679. */
  39680. addGamepad(): ArcRotateCameraInputsManager;
  39681. }
  39682. }
  39683. /**
  39684. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39685. */
  39686. export class GamepadSystemSceneComponent implements ISceneComponent {
  39687. /**
  39688. * The component name helpfull to identify the component in the list of scene components.
  39689. */
  39690. readonly name: string;
  39691. /**
  39692. * The scene the component belongs to.
  39693. */
  39694. scene: Scene;
  39695. /**
  39696. * Creates a new instance of the component for the given scene
  39697. * @param scene Defines the scene to register the component in
  39698. */
  39699. constructor(scene: Scene);
  39700. /**
  39701. * Registers the component in a given scene
  39702. */
  39703. register(): void;
  39704. /**
  39705. * Rebuilds the elements related to this component in case of
  39706. * context lost for instance.
  39707. */
  39708. rebuild(): void;
  39709. /**
  39710. * Disposes the component and the associated ressources
  39711. */
  39712. dispose(): void;
  39713. private _beforeCameraUpdate;
  39714. }
  39715. }
  39716. declare module "babylonjs/Cameras/universalCamera" {
  39717. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39718. import { Scene } from "babylonjs/scene";
  39719. import { Vector3 } from "babylonjs/Maths/math.vector";
  39720. import "babylonjs/Gamepads/gamepadSceneComponent";
  39721. /**
  39722. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39723. * which still works and will still be found in many Playgrounds.
  39724. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39725. */
  39726. export class UniversalCamera extends TouchCamera {
  39727. /**
  39728. * Defines the gamepad rotation sensiblity.
  39729. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39730. */
  39731. gamepadAngularSensibility: number;
  39732. /**
  39733. * Defines the gamepad move sensiblity.
  39734. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39735. */
  39736. gamepadMoveSensibility: number;
  39737. /**
  39738. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  39739. * which still works and will still be found in many Playgrounds.
  39740. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39741. * @param name Define the name of the camera in the scene
  39742. * @param position Define the start position of the camera in the scene
  39743. * @param scene Define the scene the camera belongs to
  39744. */
  39745. constructor(name: string, position: Vector3, scene: Scene);
  39746. /**
  39747. * Gets the current object class name.
  39748. * @return the class name
  39749. */
  39750. getClassName(): string;
  39751. }
  39752. }
  39753. declare module "babylonjs/Cameras/gamepadCamera" {
  39754. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39755. import { Scene } from "babylonjs/scene";
  39756. import { Vector3 } from "babylonjs/Maths/math.vector";
  39757. /**
  39758. * This represents a FPS type of camera. This is only here for back compat purpose.
  39759. * Please use the UniversalCamera instead as both are identical.
  39760. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39761. */
  39762. export class GamepadCamera extends UniversalCamera {
  39763. /**
  39764. * Instantiates a new Gamepad Camera
  39765. * This represents a FPS type of camera. This is only here for back compat purpose.
  39766. * Please use the UniversalCamera instead as both are identical.
  39767. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39768. * @param name Define the name of the camera in the scene
  39769. * @param position Define the start position of the camera in the scene
  39770. * @param scene Define the scene the camera belongs to
  39771. */
  39772. constructor(name: string, position: Vector3, scene: Scene);
  39773. /**
  39774. * Gets the current object class name.
  39775. * @return the class name
  39776. */
  39777. getClassName(): string;
  39778. }
  39779. }
  39780. declare module "babylonjs/Shaders/pass.fragment" {
  39781. /** @hidden */
  39782. export var passPixelShader: {
  39783. name: string;
  39784. shader: string;
  39785. };
  39786. }
  39787. declare module "babylonjs/Shaders/passCube.fragment" {
  39788. /** @hidden */
  39789. export var passCubePixelShader: {
  39790. name: string;
  39791. shader: string;
  39792. };
  39793. }
  39794. declare module "babylonjs/PostProcesses/passPostProcess" {
  39795. import { Nullable } from "babylonjs/types";
  39796. import { Camera } from "babylonjs/Cameras/camera";
  39797. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39798. import { Engine } from "babylonjs/Engines/engine";
  39799. import "babylonjs/Shaders/pass.fragment";
  39800. import "babylonjs/Shaders/passCube.fragment";
  39801. /**
  39802. * PassPostProcess which produces an output the same as it's input
  39803. */
  39804. export class PassPostProcess extends PostProcess {
  39805. /**
  39806. * Creates the PassPostProcess
  39807. * @param name The name of the effect.
  39808. * @param options The required width/height ratio to downsize to before computing the render pass.
  39809. * @param camera The camera to apply the render pass to.
  39810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39811. * @param engine The engine which the post process will be applied. (default: current engine)
  39812. * @param reusable If the post process can be reused on the same frame. (default: false)
  39813. * @param textureType The type of texture to be used when performing the post processing.
  39814. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39815. */
  39816. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39817. }
  39818. /**
  39819. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39820. */
  39821. export class PassCubePostProcess extends PostProcess {
  39822. private _face;
  39823. /**
  39824. * Gets or sets the cube face to display.
  39825. * * 0 is +X
  39826. * * 1 is -X
  39827. * * 2 is +Y
  39828. * * 3 is -Y
  39829. * * 4 is +Z
  39830. * * 5 is -Z
  39831. */
  39832. face: number;
  39833. /**
  39834. * Creates the PassCubePostProcess
  39835. * @param name The name of the effect.
  39836. * @param options The required width/height ratio to downsize to before computing the render pass.
  39837. * @param camera The camera to apply the render pass to.
  39838. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39839. * @param engine The engine which the post process will be applied. (default: current engine)
  39840. * @param reusable If the post process can be reused on the same frame. (default: false)
  39841. * @param textureType The type of texture to be used when performing the post processing.
  39842. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  39843. */
  39844. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39845. }
  39846. }
  39847. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39848. /** @hidden */
  39849. export var anaglyphPixelShader: {
  39850. name: string;
  39851. shader: string;
  39852. };
  39853. }
  39854. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39855. import { Engine } from "babylonjs/Engines/engine";
  39856. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39857. import { Camera } from "babylonjs/Cameras/camera";
  39858. import "babylonjs/Shaders/anaglyph.fragment";
  39859. /**
  39860. * Postprocess used to generate anaglyphic rendering
  39861. */
  39862. export class AnaglyphPostProcess extends PostProcess {
  39863. private _passedProcess;
  39864. /**
  39865. * Creates a new AnaglyphPostProcess
  39866. * @param name defines postprocess name
  39867. * @param options defines creation options or target ratio scale
  39868. * @param rigCameras defines cameras using this postprocess
  39869. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39870. * @param engine defines hosting engine
  39871. * @param reusable defines if the postprocess will be reused multiple times per frame
  39872. */
  39873. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39874. }
  39875. }
  39876. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39877. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39878. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39879. import { Scene } from "babylonjs/scene";
  39880. import { Vector3 } from "babylonjs/Maths/math.vector";
  39881. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39882. /**
  39883. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39884. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39885. */
  39886. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39887. /**
  39888. * Creates a new AnaglyphArcRotateCamera
  39889. * @param name defines camera name
  39890. * @param alpha defines alpha angle (in radians)
  39891. * @param beta defines beta angle (in radians)
  39892. * @param radius defines radius
  39893. * @param target defines camera target
  39894. * @param interaxialDistance defines distance between each color axis
  39895. * @param scene defines the hosting scene
  39896. */
  39897. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39898. /**
  39899. * Gets camera class name
  39900. * @returns AnaglyphArcRotateCamera
  39901. */
  39902. getClassName(): string;
  39903. }
  39904. }
  39905. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39907. import { Scene } from "babylonjs/scene";
  39908. import { Vector3 } from "babylonjs/Maths/math.vector";
  39909. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39910. /**
  39911. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39912. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39913. */
  39914. export class AnaglyphFreeCamera extends FreeCamera {
  39915. /**
  39916. * Creates a new AnaglyphFreeCamera
  39917. * @param name defines camera name
  39918. * @param position defines initial position
  39919. * @param interaxialDistance defines distance between each color axis
  39920. * @param scene defines the hosting scene
  39921. */
  39922. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39923. /**
  39924. * Gets camera class name
  39925. * @returns AnaglyphFreeCamera
  39926. */
  39927. getClassName(): string;
  39928. }
  39929. }
  39930. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39931. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39932. import { Scene } from "babylonjs/scene";
  39933. import { Vector3 } from "babylonjs/Maths/math.vector";
  39934. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39935. /**
  39936. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39937. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39938. */
  39939. export class AnaglyphGamepadCamera extends GamepadCamera {
  39940. /**
  39941. * Creates a new AnaglyphGamepadCamera
  39942. * @param name defines camera name
  39943. * @param position defines initial position
  39944. * @param interaxialDistance defines distance between each color axis
  39945. * @param scene defines the hosting scene
  39946. */
  39947. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39948. /**
  39949. * Gets camera class name
  39950. * @returns AnaglyphGamepadCamera
  39951. */
  39952. getClassName(): string;
  39953. }
  39954. }
  39955. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  39956. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39957. import { Scene } from "babylonjs/scene";
  39958. import { Vector3 } from "babylonjs/Maths/math.vector";
  39959. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39960. /**
  39961. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  39962. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39963. */
  39964. export class AnaglyphUniversalCamera extends UniversalCamera {
  39965. /**
  39966. * Creates a new AnaglyphUniversalCamera
  39967. * @param name defines camera name
  39968. * @param position defines initial position
  39969. * @param interaxialDistance defines distance between each color axis
  39970. * @param scene defines the hosting scene
  39971. */
  39972. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39973. /**
  39974. * Gets camera class name
  39975. * @returns AnaglyphUniversalCamera
  39976. */
  39977. getClassName(): string;
  39978. }
  39979. }
  39980. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  39981. /** @hidden */
  39982. export var stereoscopicInterlacePixelShader: {
  39983. name: string;
  39984. shader: string;
  39985. };
  39986. }
  39987. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  39988. import { Camera } from "babylonjs/Cameras/camera";
  39989. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  39990. import { Engine } from "babylonjs/Engines/engine";
  39991. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  39992. /**
  39993. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  39994. */
  39995. export class StereoscopicInterlacePostProcess extends PostProcess {
  39996. private _stepSize;
  39997. private _passedProcess;
  39998. /**
  39999. * Initializes a StereoscopicInterlacePostProcess
  40000. * @param name The name of the effect.
  40001. * @param rigCameras The rig cameras to be appled to the post process
  40002. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40003. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40004. * @param engine The engine which the post process will be applied. (default: current engine)
  40005. * @param reusable If the post process can be reused on the same frame. (default: false)
  40006. */
  40007. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40008. }
  40009. }
  40010. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40011. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40012. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40013. import { Scene } from "babylonjs/scene";
  40014. import { Vector3 } from "babylonjs/Maths/math.vector";
  40015. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40016. /**
  40017. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40018. * @see http://doc.babylonjs.com/features/cameras
  40019. */
  40020. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40021. /**
  40022. * Creates a new StereoscopicArcRotateCamera
  40023. * @param name defines camera name
  40024. * @param alpha defines alpha angle (in radians)
  40025. * @param beta defines beta angle (in radians)
  40026. * @param radius defines radius
  40027. * @param target defines camera target
  40028. * @param interaxialDistance defines distance between each color axis
  40029. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40030. * @param scene defines the hosting scene
  40031. */
  40032. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40033. /**
  40034. * Gets camera class name
  40035. * @returns StereoscopicArcRotateCamera
  40036. */
  40037. getClassName(): string;
  40038. }
  40039. }
  40040. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40041. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40042. import { Scene } from "babylonjs/scene";
  40043. import { Vector3 } from "babylonjs/Maths/math.vector";
  40044. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40045. /**
  40046. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40047. * @see http://doc.babylonjs.com/features/cameras
  40048. */
  40049. export class StereoscopicFreeCamera extends FreeCamera {
  40050. /**
  40051. * Creates a new StereoscopicFreeCamera
  40052. * @param name defines camera name
  40053. * @param position defines initial position
  40054. * @param interaxialDistance defines distance between each color axis
  40055. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40056. * @param scene defines the hosting scene
  40057. */
  40058. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40059. /**
  40060. * Gets camera class name
  40061. * @returns StereoscopicFreeCamera
  40062. */
  40063. getClassName(): string;
  40064. }
  40065. }
  40066. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40067. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40068. import { Scene } from "babylonjs/scene";
  40069. import { Vector3 } from "babylonjs/Maths/math.vector";
  40070. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40071. /**
  40072. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40073. * @see http://doc.babylonjs.com/features/cameras
  40074. */
  40075. export class StereoscopicGamepadCamera extends GamepadCamera {
  40076. /**
  40077. * Creates a new StereoscopicGamepadCamera
  40078. * @param name defines camera name
  40079. * @param position defines initial position
  40080. * @param interaxialDistance defines distance between each color axis
  40081. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40082. * @param scene defines the hosting scene
  40083. */
  40084. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40085. /**
  40086. * Gets camera class name
  40087. * @returns StereoscopicGamepadCamera
  40088. */
  40089. getClassName(): string;
  40090. }
  40091. }
  40092. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40093. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40094. import { Scene } from "babylonjs/scene";
  40095. import { Vector3 } from "babylonjs/Maths/math.vector";
  40096. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40097. /**
  40098. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40099. * @see http://doc.babylonjs.com/features/cameras
  40100. */
  40101. export class StereoscopicUniversalCamera extends UniversalCamera {
  40102. /**
  40103. * Creates a new StereoscopicUniversalCamera
  40104. * @param name defines camera name
  40105. * @param position defines initial position
  40106. * @param interaxialDistance defines distance between each color axis
  40107. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40108. * @param scene defines the hosting scene
  40109. */
  40110. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40111. /**
  40112. * Gets camera class name
  40113. * @returns StereoscopicUniversalCamera
  40114. */
  40115. getClassName(): string;
  40116. }
  40117. }
  40118. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40119. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40120. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40121. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40122. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40123. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40124. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40125. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40126. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40127. }
  40128. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40130. import { Scene } from "babylonjs/scene";
  40131. import { Vector3 } from "babylonjs/Maths/math.vector";
  40132. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40133. /**
  40134. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40135. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40136. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40137. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40138. */
  40139. export class VirtualJoysticksCamera extends FreeCamera {
  40140. /**
  40141. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40142. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40143. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40144. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40145. * @param name Define the name of the camera in the scene
  40146. * @param position Define the start position of the camera in the scene
  40147. * @param scene Define the scene the camera belongs to
  40148. */
  40149. constructor(name: string, position: Vector3, scene: Scene);
  40150. /**
  40151. * Gets the current object class name.
  40152. * @return the class name
  40153. */
  40154. getClassName(): string;
  40155. }
  40156. }
  40157. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40158. import { Matrix } from "babylonjs/Maths/math.vector";
  40159. /**
  40160. * This represents all the required metrics to create a VR camera.
  40161. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40162. */
  40163. export class VRCameraMetrics {
  40164. /**
  40165. * Define the horizontal resolution off the screen.
  40166. */
  40167. hResolution: number;
  40168. /**
  40169. * Define the vertical resolution off the screen.
  40170. */
  40171. vResolution: number;
  40172. /**
  40173. * Define the horizontal screen size.
  40174. */
  40175. hScreenSize: number;
  40176. /**
  40177. * Define the vertical screen size.
  40178. */
  40179. vScreenSize: number;
  40180. /**
  40181. * Define the vertical screen center position.
  40182. */
  40183. vScreenCenter: number;
  40184. /**
  40185. * Define the distance of the eyes to the screen.
  40186. */
  40187. eyeToScreenDistance: number;
  40188. /**
  40189. * Define the distance between both lenses
  40190. */
  40191. lensSeparationDistance: number;
  40192. /**
  40193. * Define the distance between both viewer's eyes.
  40194. */
  40195. interpupillaryDistance: number;
  40196. /**
  40197. * Define the distortion factor of the VR postprocess.
  40198. * Please, touch with care.
  40199. */
  40200. distortionK: number[];
  40201. /**
  40202. * Define the chromatic aberration correction factors for the VR post process.
  40203. */
  40204. chromaAbCorrection: number[];
  40205. /**
  40206. * Define the scale factor of the post process.
  40207. * The smaller the better but the slower.
  40208. */
  40209. postProcessScaleFactor: number;
  40210. /**
  40211. * Define an offset for the lens center.
  40212. */
  40213. lensCenterOffset: number;
  40214. /**
  40215. * Define if the current vr camera should compensate the distortion of the lense or not.
  40216. */
  40217. compensateDistortion: boolean;
  40218. /**
  40219. * Defines if multiview should be enabled when rendering (Default: false)
  40220. */
  40221. multiviewEnabled: boolean;
  40222. /**
  40223. * Gets the rendering aspect ratio based on the provided resolutions.
  40224. */
  40225. readonly aspectRatio: number;
  40226. /**
  40227. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40228. */
  40229. readonly aspectRatioFov: number;
  40230. /**
  40231. * @hidden
  40232. */
  40233. readonly leftHMatrix: Matrix;
  40234. /**
  40235. * @hidden
  40236. */
  40237. readonly rightHMatrix: Matrix;
  40238. /**
  40239. * @hidden
  40240. */
  40241. readonly leftPreViewMatrix: Matrix;
  40242. /**
  40243. * @hidden
  40244. */
  40245. readonly rightPreViewMatrix: Matrix;
  40246. /**
  40247. * Get the default VRMetrics based on the most generic setup.
  40248. * @returns the default vr metrics
  40249. */
  40250. static GetDefault(): VRCameraMetrics;
  40251. }
  40252. }
  40253. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40254. /** @hidden */
  40255. export var vrDistortionCorrectionPixelShader: {
  40256. name: string;
  40257. shader: string;
  40258. };
  40259. }
  40260. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40261. import { Camera } from "babylonjs/Cameras/camera";
  40262. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40263. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40264. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40265. /**
  40266. * VRDistortionCorrectionPostProcess used for mobile VR
  40267. */
  40268. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40269. private _isRightEye;
  40270. private _distortionFactors;
  40271. private _postProcessScaleFactor;
  40272. private _lensCenterOffset;
  40273. private _scaleIn;
  40274. private _scaleFactor;
  40275. private _lensCenter;
  40276. /**
  40277. * Initializes the VRDistortionCorrectionPostProcess
  40278. * @param name The name of the effect.
  40279. * @param camera The camera to apply the render pass to.
  40280. * @param isRightEye If this is for the right eye distortion
  40281. * @param vrMetrics All the required metrics for the VR camera
  40282. */
  40283. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40284. }
  40285. }
  40286. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40287. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40288. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40289. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40290. import { Scene } from "babylonjs/scene";
  40291. import { Vector3 } from "babylonjs/Maths/math.vector";
  40292. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40293. import "babylonjs/Cameras/RigModes/vrRigMode";
  40294. /**
  40295. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40296. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40297. */
  40298. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40299. /**
  40300. * Creates a new VRDeviceOrientationArcRotateCamera
  40301. * @param name defines camera name
  40302. * @param alpha defines the camera rotation along the logitudinal axis
  40303. * @param beta defines the camera rotation along the latitudinal axis
  40304. * @param radius defines the camera distance from its target
  40305. * @param target defines the camera target
  40306. * @param scene defines the scene the camera belongs to
  40307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40309. */
  40310. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40311. /**
  40312. * Gets camera class name
  40313. * @returns VRDeviceOrientationArcRotateCamera
  40314. */
  40315. getClassName(): string;
  40316. }
  40317. }
  40318. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40319. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40320. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40321. import { Scene } from "babylonjs/scene";
  40322. import { Vector3 } from "babylonjs/Maths/math.vector";
  40323. import "babylonjs/Cameras/RigModes/vrRigMode";
  40324. /**
  40325. * Camera used to simulate VR rendering (based on FreeCamera)
  40326. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40327. */
  40328. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40329. /**
  40330. * Creates a new VRDeviceOrientationFreeCamera
  40331. * @param name defines camera name
  40332. * @param position defines the start position of the camera
  40333. * @param scene defines the scene the camera belongs to
  40334. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40335. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40336. */
  40337. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40338. /**
  40339. * Gets camera class name
  40340. * @returns VRDeviceOrientationFreeCamera
  40341. */
  40342. getClassName(): string;
  40343. }
  40344. }
  40345. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40346. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40347. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40348. import { Scene } from "babylonjs/scene";
  40349. import { Vector3 } from "babylonjs/Maths/math.vector";
  40350. import "babylonjs/Gamepads/gamepadSceneComponent";
  40351. /**
  40352. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40353. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40354. */
  40355. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40356. /**
  40357. * Creates a new VRDeviceOrientationGamepadCamera
  40358. * @param name defines camera name
  40359. * @param position defines the start position of the camera
  40360. * @param scene defines the scene the camera belongs to
  40361. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40362. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40363. */
  40364. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40365. /**
  40366. * Gets camera class name
  40367. * @returns VRDeviceOrientationGamepadCamera
  40368. */
  40369. getClassName(): string;
  40370. }
  40371. }
  40372. declare module "babylonjs/Materials/pushMaterial" {
  40373. import { Nullable } from "babylonjs/types";
  40374. import { Scene } from "babylonjs/scene";
  40375. import { Matrix } from "babylonjs/Maths/math.vector";
  40376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40377. import { Mesh } from "babylonjs/Meshes/mesh";
  40378. import { Material } from "babylonjs/Materials/material";
  40379. import { Effect } from "babylonjs/Materials/effect";
  40380. /**
  40381. * Base class of materials working in push mode in babylon JS
  40382. * @hidden
  40383. */
  40384. export class PushMaterial extends Material {
  40385. protected _activeEffect: Effect;
  40386. protected _normalMatrix: Matrix;
  40387. /**
  40388. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40389. * This means that the material can keep using a previous shader while a new one is being compiled.
  40390. * This is mostly used when shader parallel compilation is supported (true by default)
  40391. */
  40392. allowShaderHotSwapping: boolean;
  40393. constructor(name: string, scene: Scene);
  40394. getEffect(): Effect;
  40395. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40396. /**
  40397. * Binds the given world matrix to the active effect
  40398. *
  40399. * @param world the matrix to bind
  40400. */
  40401. bindOnlyWorldMatrix(world: Matrix): void;
  40402. /**
  40403. * Binds the given normal matrix to the active effect
  40404. *
  40405. * @param normalMatrix the matrix to bind
  40406. */
  40407. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40408. bind(world: Matrix, mesh?: Mesh): void;
  40409. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40410. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40411. }
  40412. }
  40413. declare module "babylonjs/Materials/materialFlags" {
  40414. /**
  40415. * This groups all the flags used to control the materials channel.
  40416. */
  40417. export class MaterialFlags {
  40418. private static _DiffuseTextureEnabled;
  40419. /**
  40420. * Are diffuse textures enabled in the application.
  40421. */
  40422. static DiffuseTextureEnabled: boolean;
  40423. private static _AmbientTextureEnabled;
  40424. /**
  40425. * Are ambient textures enabled in the application.
  40426. */
  40427. static AmbientTextureEnabled: boolean;
  40428. private static _OpacityTextureEnabled;
  40429. /**
  40430. * Are opacity textures enabled in the application.
  40431. */
  40432. static OpacityTextureEnabled: boolean;
  40433. private static _ReflectionTextureEnabled;
  40434. /**
  40435. * Are reflection textures enabled in the application.
  40436. */
  40437. static ReflectionTextureEnabled: boolean;
  40438. private static _EmissiveTextureEnabled;
  40439. /**
  40440. * Are emissive textures enabled in the application.
  40441. */
  40442. static EmissiveTextureEnabled: boolean;
  40443. private static _SpecularTextureEnabled;
  40444. /**
  40445. * Are specular textures enabled in the application.
  40446. */
  40447. static SpecularTextureEnabled: boolean;
  40448. private static _BumpTextureEnabled;
  40449. /**
  40450. * Are bump textures enabled in the application.
  40451. */
  40452. static BumpTextureEnabled: boolean;
  40453. private static _LightmapTextureEnabled;
  40454. /**
  40455. * Are lightmap textures enabled in the application.
  40456. */
  40457. static LightmapTextureEnabled: boolean;
  40458. private static _RefractionTextureEnabled;
  40459. /**
  40460. * Are refraction textures enabled in the application.
  40461. */
  40462. static RefractionTextureEnabled: boolean;
  40463. private static _ColorGradingTextureEnabled;
  40464. /**
  40465. * Are color grading textures enabled in the application.
  40466. */
  40467. static ColorGradingTextureEnabled: boolean;
  40468. private static _FresnelEnabled;
  40469. /**
  40470. * Are fresnels enabled in the application.
  40471. */
  40472. static FresnelEnabled: boolean;
  40473. private static _ClearCoatTextureEnabled;
  40474. /**
  40475. * Are clear coat textures enabled in the application.
  40476. */
  40477. static ClearCoatTextureEnabled: boolean;
  40478. private static _ClearCoatBumpTextureEnabled;
  40479. /**
  40480. * Are clear coat bump textures enabled in the application.
  40481. */
  40482. static ClearCoatBumpTextureEnabled: boolean;
  40483. private static _ClearCoatTintTextureEnabled;
  40484. /**
  40485. * Are clear coat tint textures enabled in the application.
  40486. */
  40487. static ClearCoatTintTextureEnabled: boolean;
  40488. private static _SheenTextureEnabled;
  40489. /**
  40490. * Are sheen textures enabled in the application.
  40491. */
  40492. static SheenTextureEnabled: boolean;
  40493. private static _AnisotropicTextureEnabled;
  40494. /**
  40495. * Are anisotropic textures enabled in the application.
  40496. */
  40497. static AnisotropicTextureEnabled: boolean;
  40498. private static _ThicknessTextureEnabled;
  40499. /**
  40500. * Are thickness textures enabled in the application.
  40501. */
  40502. static ThicknessTextureEnabled: boolean;
  40503. }
  40504. }
  40505. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40506. /** @hidden */
  40507. export var defaultFragmentDeclaration: {
  40508. name: string;
  40509. shader: string;
  40510. };
  40511. }
  40512. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40513. /** @hidden */
  40514. export var defaultUboDeclaration: {
  40515. name: string;
  40516. shader: string;
  40517. };
  40518. }
  40519. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40520. /** @hidden */
  40521. export var lightFragmentDeclaration: {
  40522. name: string;
  40523. shader: string;
  40524. };
  40525. }
  40526. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40527. /** @hidden */
  40528. export var lightUboDeclaration: {
  40529. name: string;
  40530. shader: string;
  40531. };
  40532. }
  40533. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40534. /** @hidden */
  40535. export var lightsFragmentFunctions: {
  40536. name: string;
  40537. shader: string;
  40538. };
  40539. }
  40540. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40541. /** @hidden */
  40542. export var shadowsFragmentFunctions: {
  40543. name: string;
  40544. shader: string;
  40545. };
  40546. }
  40547. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40548. /** @hidden */
  40549. export var fresnelFunction: {
  40550. name: string;
  40551. shader: string;
  40552. };
  40553. }
  40554. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40555. /** @hidden */
  40556. export var reflectionFunction: {
  40557. name: string;
  40558. shader: string;
  40559. };
  40560. }
  40561. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40562. /** @hidden */
  40563. export var bumpFragmentFunctions: {
  40564. name: string;
  40565. shader: string;
  40566. };
  40567. }
  40568. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40569. /** @hidden */
  40570. export var logDepthDeclaration: {
  40571. name: string;
  40572. shader: string;
  40573. };
  40574. }
  40575. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40576. /** @hidden */
  40577. export var bumpFragment: {
  40578. name: string;
  40579. shader: string;
  40580. };
  40581. }
  40582. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40583. /** @hidden */
  40584. export var depthPrePass: {
  40585. name: string;
  40586. shader: string;
  40587. };
  40588. }
  40589. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40590. /** @hidden */
  40591. export var lightFragment: {
  40592. name: string;
  40593. shader: string;
  40594. };
  40595. }
  40596. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40597. /** @hidden */
  40598. export var logDepthFragment: {
  40599. name: string;
  40600. shader: string;
  40601. };
  40602. }
  40603. declare module "babylonjs/Shaders/default.fragment" {
  40604. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40605. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40606. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40607. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40608. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40609. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40610. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40611. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40612. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40613. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40614. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40615. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40616. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40617. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40618. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40619. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40620. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40621. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40622. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40623. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40624. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40625. /** @hidden */
  40626. export var defaultPixelShader: {
  40627. name: string;
  40628. shader: string;
  40629. };
  40630. }
  40631. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40632. /** @hidden */
  40633. export var defaultVertexDeclaration: {
  40634. name: string;
  40635. shader: string;
  40636. };
  40637. }
  40638. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40639. /** @hidden */
  40640. export var bumpVertexDeclaration: {
  40641. name: string;
  40642. shader: string;
  40643. };
  40644. }
  40645. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40646. /** @hidden */
  40647. export var bumpVertex: {
  40648. name: string;
  40649. shader: string;
  40650. };
  40651. }
  40652. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40653. /** @hidden */
  40654. export var fogVertex: {
  40655. name: string;
  40656. shader: string;
  40657. };
  40658. }
  40659. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40660. /** @hidden */
  40661. export var shadowsVertex: {
  40662. name: string;
  40663. shader: string;
  40664. };
  40665. }
  40666. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40667. /** @hidden */
  40668. export var pointCloudVertex: {
  40669. name: string;
  40670. shader: string;
  40671. };
  40672. }
  40673. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40674. /** @hidden */
  40675. export var logDepthVertex: {
  40676. name: string;
  40677. shader: string;
  40678. };
  40679. }
  40680. declare module "babylonjs/Shaders/default.vertex" {
  40681. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40682. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40683. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40684. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40685. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40686. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40687. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40688. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40689. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40690. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40691. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40692. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40693. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40694. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40695. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40696. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40697. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40698. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40699. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40700. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40701. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40702. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40703. /** @hidden */
  40704. export var defaultVertexShader: {
  40705. name: string;
  40706. shader: string;
  40707. };
  40708. }
  40709. declare module "babylonjs/Materials/standardMaterial" {
  40710. import { SmartArray } from "babylonjs/Misc/smartArray";
  40711. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40712. import { Nullable } from "babylonjs/types";
  40713. import { Scene } from "babylonjs/scene";
  40714. import { Matrix } from "babylonjs/Maths/math.vector";
  40715. import { Color3 } from "babylonjs/Maths/math.color";
  40716. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40718. import { Mesh } from "babylonjs/Meshes/mesh";
  40719. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40720. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40721. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40722. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40723. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40725. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40726. import "babylonjs/Shaders/default.fragment";
  40727. import "babylonjs/Shaders/default.vertex";
  40728. /** @hidden */
  40729. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40730. MAINUV1: boolean;
  40731. MAINUV2: boolean;
  40732. DIFFUSE: boolean;
  40733. DIFFUSEDIRECTUV: number;
  40734. AMBIENT: boolean;
  40735. AMBIENTDIRECTUV: number;
  40736. OPACITY: boolean;
  40737. OPACITYDIRECTUV: number;
  40738. OPACITYRGB: boolean;
  40739. REFLECTION: boolean;
  40740. EMISSIVE: boolean;
  40741. EMISSIVEDIRECTUV: number;
  40742. SPECULAR: boolean;
  40743. SPECULARDIRECTUV: number;
  40744. BUMP: boolean;
  40745. BUMPDIRECTUV: number;
  40746. PARALLAX: boolean;
  40747. PARALLAXOCCLUSION: boolean;
  40748. SPECULAROVERALPHA: boolean;
  40749. CLIPPLANE: boolean;
  40750. CLIPPLANE2: boolean;
  40751. CLIPPLANE3: boolean;
  40752. CLIPPLANE4: boolean;
  40753. ALPHATEST: boolean;
  40754. DEPTHPREPASS: boolean;
  40755. ALPHAFROMDIFFUSE: boolean;
  40756. POINTSIZE: boolean;
  40757. FOG: boolean;
  40758. SPECULARTERM: boolean;
  40759. DIFFUSEFRESNEL: boolean;
  40760. OPACITYFRESNEL: boolean;
  40761. REFLECTIONFRESNEL: boolean;
  40762. REFRACTIONFRESNEL: boolean;
  40763. EMISSIVEFRESNEL: boolean;
  40764. FRESNEL: boolean;
  40765. NORMAL: boolean;
  40766. UV1: boolean;
  40767. UV2: boolean;
  40768. VERTEXCOLOR: boolean;
  40769. VERTEXALPHA: boolean;
  40770. NUM_BONE_INFLUENCERS: number;
  40771. BonesPerMesh: number;
  40772. BONETEXTURE: boolean;
  40773. INSTANCES: boolean;
  40774. GLOSSINESS: boolean;
  40775. ROUGHNESS: boolean;
  40776. EMISSIVEASILLUMINATION: boolean;
  40777. LINKEMISSIVEWITHDIFFUSE: boolean;
  40778. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40779. LIGHTMAP: boolean;
  40780. LIGHTMAPDIRECTUV: number;
  40781. OBJECTSPACE_NORMALMAP: boolean;
  40782. USELIGHTMAPASSHADOWMAP: boolean;
  40783. REFLECTIONMAP_3D: boolean;
  40784. REFLECTIONMAP_SPHERICAL: boolean;
  40785. REFLECTIONMAP_PLANAR: boolean;
  40786. REFLECTIONMAP_CUBIC: boolean;
  40787. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40788. REFLECTIONMAP_PROJECTION: boolean;
  40789. REFLECTIONMAP_SKYBOX: boolean;
  40790. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40791. REFLECTIONMAP_EXPLICIT: boolean;
  40792. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40793. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40794. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40795. INVERTCUBICMAP: boolean;
  40796. LOGARITHMICDEPTH: boolean;
  40797. REFRACTION: boolean;
  40798. REFRACTIONMAP_3D: boolean;
  40799. REFLECTIONOVERALPHA: boolean;
  40800. TWOSIDEDLIGHTING: boolean;
  40801. SHADOWFLOAT: boolean;
  40802. MORPHTARGETS: boolean;
  40803. MORPHTARGETS_NORMAL: boolean;
  40804. MORPHTARGETS_TANGENT: boolean;
  40805. MORPHTARGETS_UV: boolean;
  40806. NUM_MORPH_INFLUENCERS: number;
  40807. NONUNIFORMSCALING: boolean;
  40808. PREMULTIPLYALPHA: boolean;
  40809. IMAGEPROCESSING: boolean;
  40810. VIGNETTE: boolean;
  40811. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40812. VIGNETTEBLENDMODEOPAQUE: boolean;
  40813. TONEMAPPING: boolean;
  40814. TONEMAPPING_ACES: boolean;
  40815. CONTRAST: boolean;
  40816. COLORCURVES: boolean;
  40817. COLORGRADING: boolean;
  40818. COLORGRADING3D: boolean;
  40819. SAMPLER3DGREENDEPTH: boolean;
  40820. SAMPLER3DBGRMAP: boolean;
  40821. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40822. MULTIVIEW: boolean;
  40823. /**
  40824. * If the reflection texture on this material is in linear color space
  40825. * @hidden
  40826. */
  40827. IS_REFLECTION_LINEAR: boolean;
  40828. /**
  40829. * If the refraction texture on this material is in linear color space
  40830. * @hidden
  40831. */
  40832. IS_REFRACTION_LINEAR: boolean;
  40833. EXPOSURE: boolean;
  40834. constructor();
  40835. setReflectionMode(modeToEnable: string): void;
  40836. }
  40837. /**
  40838. * This is the default material used in Babylon. It is the best trade off between quality
  40839. * and performances.
  40840. * @see http://doc.babylonjs.com/babylon101/materials
  40841. */
  40842. export class StandardMaterial extends PushMaterial {
  40843. private _diffuseTexture;
  40844. /**
  40845. * The basic texture of the material as viewed under a light.
  40846. */
  40847. diffuseTexture: Nullable<BaseTexture>;
  40848. private _ambientTexture;
  40849. /**
  40850. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40851. */
  40852. ambientTexture: Nullable<BaseTexture>;
  40853. private _opacityTexture;
  40854. /**
  40855. * Define the transparency of the material from a texture.
  40856. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40857. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40858. */
  40859. opacityTexture: Nullable<BaseTexture>;
  40860. private _reflectionTexture;
  40861. /**
  40862. * Define the texture used to display the reflection.
  40863. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40864. */
  40865. reflectionTexture: Nullable<BaseTexture>;
  40866. private _emissiveTexture;
  40867. /**
  40868. * Define texture of the material as if self lit.
  40869. * This will be mixed in the final result even in the absence of light.
  40870. */
  40871. emissiveTexture: Nullable<BaseTexture>;
  40872. private _specularTexture;
  40873. /**
  40874. * Define how the color and intensity of the highlight given by the light in the material.
  40875. */
  40876. specularTexture: Nullable<BaseTexture>;
  40877. private _bumpTexture;
  40878. /**
  40879. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40880. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  40881. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40882. */
  40883. bumpTexture: Nullable<BaseTexture>;
  40884. private _lightmapTexture;
  40885. /**
  40886. * Complex lighting can be computationally expensive to compute at runtime.
  40887. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40888. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40889. */
  40890. lightmapTexture: Nullable<BaseTexture>;
  40891. private _refractionTexture;
  40892. /**
  40893. * Define the texture used to display the refraction.
  40894. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40895. */
  40896. refractionTexture: Nullable<BaseTexture>;
  40897. /**
  40898. * The color of the material lit by the environmental background lighting.
  40899. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40900. */
  40901. ambientColor: Color3;
  40902. /**
  40903. * The basic color of the material as viewed under a light.
  40904. */
  40905. diffuseColor: Color3;
  40906. /**
  40907. * Define how the color and intensity of the highlight given by the light in the material.
  40908. */
  40909. specularColor: Color3;
  40910. /**
  40911. * Define the color of the material as if self lit.
  40912. * This will be mixed in the final result even in the absence of light.
  40913. */
  40914. emissiveColor: Color3;
  40915. /**
  40916. * Defines how sharp are the highlights in the material.
  40917. * The bigger the value the sharper giving a more glossy feeling to the result.
  40918. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40919. */
  40920. specularPower: number;
  40921. private _useAlphaFromDiffuseTexture;
  40922. /**
  40923. * Does the transparency come from the diffuse texture alpha channel.
  40924. */
  40925. useAlphaFromDiffuseTexture: boolean;
  40926. private _useEmissiveAsIllumination;
  40927. /**
  40928. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40929. */
  40930. useEmissiveAsIllumination: boolean;
  40931. private _linkEmissiveWithDiffuse;
  40932. /**
  40933. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40934. * the emissive level when the final color is close to one.
  40935. */
  40936. linkEmissiveWithDiffuse: boolean;
  40937. private _useSpecularOverAlpha;
  40938. /**
  40939. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40940. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40941. */
  40942. useSpecularOverAlpha: boolean;
  40943. private _useReflectionOverAlpha;
  40944. /**
  40945. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  40946. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  40947. */
  40948. useReflectionOverAlpha: boolean;
  40949. private _disableLighting;
  40950. /**
  40951. * Does lights from the scene impacts this material.
  40952. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  40953. */
  40954. disableLighting: boolean;
  40955. private _useObjectSpaceNormalMap;
  40956. /**
  40957. * Allows using an object space normal map (instead of tangent space).
  40958. */
  40959. useObjectSpaceNormalMap: boolean;
  40960. private _useParallax;
  40961. /**
  40962. * Is parallax enabled or not.
  40963. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40964. */
  40965. useParallax: boolean;
  40966. private _useParallaxOcclusion;
  40967. /**
  40968. * Is parallax occlusion enabled or not.
  40969. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  40970. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  40971. */
  40972. useParallaxOcclusion: boolean;
  40973. /**
  40974. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  40975. */
  40976. parallaxScaleBias: number;
  40977. private _roughness;
  40978. /**
  40979. * Helps to define how blurry the reflections should appears in the material.
  40980. */
  40981. roughness: number;
  40982. /**
  40983. * In case of refraction, define the value of the index of refraction.
  40984. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40985. */
  40986. indexOfRefraction: number;
  40987. /**
  40988. * Invert the refraction texture alongside the y axis.
  40989. * It can be useful with procedural textures or probe for instance.
  40990. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40991. */
  40992. invertRefractionY: boolean;
  40993. /**
  40994. * Defines the alpha limits in alpha test mode.
  40995. */
  40996. alphaCutOff: number;
  40997. private _useLightmapAsShadowmap;
  40998. /**
  40999. * In case of light mapping, define whether the map contains light or shadow informations.
  41000. */
  41001. useLightmapAsShadowmap: boolean;
  41002. private _diffuseFresnelParameters;
  41003. /**
  41004. * Define the diffuse fresnel parameters of the material.
  41005. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41006. */
  41007. diffuseFresnelParameters: FresnelParameters;
  41008. private _opacityFresnelParameters;
  41009. /**
  41010. * Define the opacity fresnel parameters of the material.
  41011. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41012. */
  41013. opacityFresnelParameters: FresnelParameters;
  41014. private _reflectionFresnelParameters;
  41015. /**
  41016. * Define the reflection fresnel parameters of the material.
  41017. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41018. */
  41019. reflectionFresnelParameters: FresnelParameters;
  41020. private _refractionFresnelParameters;
  41021. /**
  41022. * Define the refraction fresnel parameters of the material.
  41023. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41024. */
  41025. refractionFresnelParameters: FresnelParameters;
  41026. private _emissiveFresnelParameters;
  41027. /**
  41028. * Define the emissive fresnel parameters of the material.
  41029. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41030. */
  41031. emissiveFresnelParameters: FresnelParameters;
  41032. private _useReflectionFresnelFromSpecular;
  41033. /**
  41034. * If true automatically deducts the fresnels values from the material specularity.
  41035. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41036. */
  41037. useReflectionFresnelFromSpecular: boolean;
  41038. private _useGlossinessFromSpecularMapAlpha;
  41039. /**
  41040. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41041. */
  41042. useGlossinessFromSpecularMapAlpha: boolean;
  41043. private _maxSimultaneousLights;
  41044. /**
  41045. * Defines the maximum number of lights that can be used in the material
  41046. */
  41047. maxSimultaneousLights: number;
  41048. private _invertNormalMapX;
  41049. /**
  41050. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41051. */
  41052. invertNormalMapX: boolean;
  41053. private _invertNormalMapY;
  41054. /**
  41055. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41056. */
  41057. invertNormalMapY: boolean;
  41058. private _twoSidedLighting;
  41059. /**
  41060. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41061. */
  41062. twoSidedLighting: boolean;
  41063. /**
  41064. * Default configuration related to image processing available in the standard Material.
  41065. */
  41066. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41067. /**
  41068. * Gets the image processing configuration used either in this material.
  41069. */
  41070. /**
  41071. * Sets the Default image processing configuration used either in the this material.
  41072. *
  41073. * If sets to null, the scene one is in use.
  41074. */
  41075. imageProcessingConfiguration: ImageProcessingConfiguration;
  41076. /**
  41077. * Keep track of the image processing observer to allow dispose and replace.
  41078. */
  41079. private _imageProcessingObserver;
  41080. /**
  41081. * Attaches a new image processing configuration to the Standard Material.
  41082. * @param configuration
  41083. */
  41084. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41085. /**
  41086. * Gets wether the color curves effect is enabled.
  41087. */
  41088. /**
  41089. * Sets wether the color curves effect is enabled.
  41090. */
  41091. cameraColorCurvesEnabled: boolean;
  41092. /**
  41093. * Gets wether the color grading effect is enabled.
  41094. */
  41095. /**
  41096. * Gets wether the color grading effect is enabled.
  41097. */
  41098. cameraColorGradingEnabled: boolean;
  41099. /**
  41100. * Gets wether tonemapping is enabled or not.
  41101. */
  41102. /**
  41103. * Sets wether tonemapping is enabled or not
  41104. */
  41105. cameraToneMappingEnabled: boolean;
  41106. /**
  41107. * The camera exposure used on this material.
  41108. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41109. * This corresponds to a photographic exposure.
  41110. */
  41111. /**
  41112. * The camera exposure used on this material.
  41113. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41114. * This corresponds to a photographic exposure.
  41115. */
  41116. cameraExposure: number;
  41117. /**
  41118. * Gets The camera contrast used on this material.
  41119. */
  41120. /**
  41121. * Sets The camera contrast used on this material.
  41122. */
  41123. cameraContrast: number;
  41124. /**
  41125. * Gets the Color Grading 2D Lookup Texture.
  41126. */
  41127. /**
  41128. * Sets the Color Grading 2D Lookup Texture.
  41129. */
  41130. cameraColorGradingTexture: Nullable<BaseTexture>;
  41131. /**
  41132. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41133. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41134. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41135. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41136. */
  41137. /**
  41138. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41139. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41140. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41141. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41142. */
  41143. cameraColorCurves: Nullable<ColorCurves>;
  41144. /**
  41145. * Custom callback helping to override the default shader used in the material.
  41146. */
  41147. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41148. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41149. protected _worldViewProjectionMatrix: Matrix;
  41150. protected _globalAmbientColor: Color3;
  41151. protected _useLogarithmicDepth: boolean;
  41152. /**
  41153. * Instantiates a new standard material.
  41154. * This is the default material used in Babylon. It is the best trade off between quality
  41155. * and performances.
  41156. * @see http://doc.babylonjs.com/babylon101/materials
  41157. * @param name Define the name of the material in the scene
  41158. * @param scene Define the scene the material belong to
  41159. */
  41160. constructor(name: string, scene: Scene);
  41161. /**
  41162. * Gets a boolean indicating that current material needs to register RTT
  41163. */
  41164. readonly hasRenderTargetTextures: boolean;
  41165. /**
  41166. * Gets the current class name of the material e.g. "StandardMaterial"
  41167. * Mainly use in serialization.
  41168. * @returns the class name
  41169. */
  41170. getClassName(): string;
  41171. /**
  41172. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41173. * You can try switching to logarithmic depth.
  41174. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41175. */
  41176. useLogarithmicDepth: boolean;
  41177. /**
  41178. * Specifies if the material will require alpha blending
  41179. * @returns a boolean specifying if alpha blending is needed
  41180. */
  41181. needAlphaBlending(): boolean;
  41182. /**
  41183. * Specifies if this material should be rendered in alpha test mode
  41184. * @returns a boolean specifying if an alpha test is needed.
  41185. */
  41186. needAlphaTesting(): boolean;
  41187. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41188. /**
  41189. * Get the texture used for alpha test purpose.
  41190. * @returns the diffuse texture in case of the standard material.
  41191. */
  41192. getAlphaTestTexture(): Nullable<BaseTexture>;
  41193. /**
  41194. * Get if the submesh is ready to be used and all its information available.
  41195. * Child classes can use it to update shaders
  41196. * @param mesh defines the mesh to check
  41197. * @param subMesh defines which submesh to check
  41198. * @param useInstances specifies that instances should be used
  41199. * @returns a boolean indicating that the submesh is ready or not
  41200. */
  41201. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41202. /**
  41203. * Builds the material UBO layouts.
  41204. * Used internally during the effect preparation.
  41205. */
  41206. buildUniformLayout(): void;
  41207. /**
  41208. * Unbinds the material from the mesh
  41209. */
  41210. unbind(): void;
  41211. /**
  41212. * Binds the submesh to this material by preparing the effect and shader to draw
  41213. * @param world defines the world transformation matrix
  41214. * @param mesh defines the mesh containing the submesh
  41215. * @param subMesh defines the submesh to bind the material to
  41216. */
  41217. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41218. /**
  41219. * Get the list of animatables in the material.
  41220. * @returns the list of animatables object used in the material
  41221. */
  41222. getAnimatables(): IAnimatable[];
  41223. /**
  41224. * Gets the active textures from the material
  41225. * @returns an array of textures
  41226. */
  41227. getActiveTextures(): BaseTexture[];
  41228. /**
  41229. * Specifies if the material uses a texture
  41230. * @param texture defines the texture to check against the material
  41231. * @returns a boolean specifying if the material uses the texture
  41232. */
  41233. hasTexture(texture: BaseTexture): boolean;
  41234. /**
  41235. * Disposes the material
  41236. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41237. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41238. */
  41239. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41240. /**
  41241. * Makes a duplicate of the material, and gives it a new name
  41242. * @param name defines the new name for the duplicated material
  41243. * @returns the cloned material
  41244. */
  41245. clone(name: string): StandardMaterial;
  41246. /**
  41247. * Serializes this material in a JSON representation
  41248. * @returns the serialized material object
  41249. */
  41250. serialize(): any;
  41251. /**
  41252. * Creates a standard material from parsed material data
  41253. * @param source defines the JSON representation of the material
  41254. * @param scene defines the hosting scene
  41255. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41256. * @returns a new standard material
  41257. */
  41258. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41259. /**
  41260. * Are diffuse textures enabled in the application.
  41261. */
  41262. static DiffuseTextureEnabled: boolean;
  41263. /**
  41264. * Are ambient textures enabled in the application.
  41265. */
  41266. static AmbientTextureEnabled: boolean;
  41267. /**
  41268. * Are opacity textures enabled in the application.
  41269. */
  41270. static OpacityTextureEnabled: boolean;
  41271. /**
  41272. * Are reflection textures enabled in the application.
  41273. */
  41274. static ReflectionTextureEnabled: boolean;
  41275. /**
  41276. * Are emissive textures enabled in the application.
  41277. */
  41278. static EmissiveTextureEnabled: boolean;
  41279. /**
  41280. * Are specular textures enabled in the application.
  41281. */
  41282. static SpecularTextureEnabled: boolean;
  41283. /**
  41284. * Are bump textures enabled in the application.
  41285. */
  41286. static BumpTextureEnabled: boolean;
  41287. /**
  41288. * Are lightmap textures enabled in the application.
  41289. */
  41290. static LightmapTextureEnabled: boolean;
  41291. /**
  41292. * Are refraction textures enabled in the application.
  41293. */
  41294. static RefractionTextureEnabled: boolean;
  41295. /**
  41296. * Are color grading textures enabled in the application.
  41297. */
  41298. static ColorGradingTextureEnabled: boolean;
  41299. /**
  41300. * Are fresnels enabled in the application.
  41301. */
  41302. static FresnelEnabled: boolean;
  41303. }
  41304. }
  41305. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41306. import { Scene } from "babylonjs/scene";
  41307. import { Texture } from "babylonjs/Materials/Textures/texture";
  41308. /**
  41309. * A class extending Texture allowing drawing on a texture
  41310. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41311. */
  41312. export class DynamicTexture extends Texture {
  41313. private _generateMipMaps;
  41314. private _canvas;
  41315. private _context;
  41316. private _engine;
  41317. /**
  41318. * Creates a DynamicTexture
  41319. * @param name defines the name of the texture
  41320. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41321. * @param scene defines the scene where you want the texture
  41322. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41323. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41324. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41325. */
  41326. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41327. /**
  41328. * Get the current class name of the texture useful for serialization or dynamic coding.
  41329. * @returns "DynamicTexture"
  41330. */
  41331. getClassName(): string;
  41332. /**
  41333. * Gets the current state of canRescale
  41334. */
  41335. readonly canRescale: boolean;
  41336. private _recreate;
  41337. /**
  41338. * Scales the texture
  41339. * @param ratio the scale factor to apply to both width and height
  41340. */
  41341. scale(ratio: number): void;
  41342. /**
  41343. * Resizes the texture
  41344. * @param width the new width
  41345. * @param height the new height
  41346. */
  41347. scaleTo(width: number, height: number): void;
  41348. /**
  41349. * Gets the context of the canvas used by the texture
  41350. * @returns the canvas context of the dynamic texture
  41351. */
  41352. getContext(): CanvasRenderingContext2D;
  41353. /**
  41354. * Clears the texture
  41355. */
  41356. clear(): void;
  41357. /**
  41358. * Updates the texture
  41359. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41360. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41361. */
  41362. update(invertY?: boolean, premulAlpha?: boolean): void;
  41363. /**
  41364. * Draws text onto the texture
  41365. * @param text defines the text to be drawn
  41366. * @param x defines the placement of the text from the left
  41367. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41368. * @param font defines the font to be used with font-style, font-size, font-name
  41369. * @param color defines the color used for the text
  41370. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41371. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41372. * @param update defines whether texture is immediately update (default is true)
  41373. */
  41374. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41375. /**
  41376. * Clones the texture
  41377. * @returns the clone of the texture.
  41378. */
  41379. clone(): DynamicTexture;
  41380. /**
  41381. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41382. * @returns a serialized dynamic texture object
  41383. */
  41384. serialize(): any;
  41385. /** @hidden */
  41386. _rebuild(): void;
  41387. }
  41388. }
  41389. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41390. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41391. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41392. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41393. /** @hidden */
  41394. export var imageProcessingPixelShader: {
  41395. name: string;
  41396. shader: string;
  41397. };
  41398. }
  41399. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41400. import { Nullable } from "babylonjs/types";
  41401. import { Color4 } from "babylonjs/Maths/math.color";
  41402. import { Camera } from "babylonjs/Cameras/camera";
  41403. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41404. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41405. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41406. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41407. import { Engine } from "babylonjs/Engines/engine";
  41408. import "babylonjs/Shaders/imageProcessing.fragment";
  41409. import "babylonjs/Shaders/postprocess.vertex";
  41410. /**
  41411. * ImageProcessingPostProcess
  41412. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41413. */
  41414. export class ImageProcessingPostProcess extends PostProcess {
  41415. /**
  41416. * Default configuration related to image processing available in the PBR Material.
  41417. */
  41418. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41419. /**
  41420. * Gets the image processing configuration used either in this material.
  41421. */
  41422. /**
  41423. * Sets the Default image processing configuration used either in the this material.
  41424. *
  41425. * If sets to null, the scene one is in use.
  41426. */
  41427. imageProcessingConfiguration: ImageProcessingConfiguration;
  41428. /**
  41429. * Keep track of the image processing observer to allow dispose and replace.
  41430. */
  41431. private _imageProcessingObserver;
  41432. /**
  41433. * Attaches a new image processing configuration to the PBR Material.
  41434. * @param configuration
  41435. */
  41436. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41437. /**
  41438. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41439. */
  41440. /**
  41441. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41442. */
  41443. colorCurves: Nullable<ColorCurves>;
  41444. /**
  41445. * Gets wether the color curves effect is enabled.
  41446. */
  41447. /**
  41448. * Sets wether the color curves effect is enabled.
  41449. */
  41450. colorCurvesEnabled: boolean;
  41451. /**
  41452. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41453. */
  41454. /**
  41455. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41456. */
  41457. colorGradingTexture: Nullable<BaseTexture>;
  41458. /**
  41459. * Gets wether the color grading effect is enabled.
  41460. */
  41461. /**
  41462. * Gets wether the color grading effect is enabled.
  41463. */
  41464. colorGradingEnabled: boolean;
  41465. /**
  41466. * Gets exposure used in the effect.
  41467. */
  41468. /**
  41469. * Sets exposure used in the effect.
  41470. */
  41471. exposure: number;
  41472. /**
  41473. * Gets wether tonemapping is enabled or not.
  41474. */
  41475. /**
  41476. * Sets wether tonemapping is enabled or not
  41477. */
  41478. toneMappingEnabled: boolean;
  41479. /**
  41480. * Gets the type of tone mapping effect.
  41481. */
  41482. /**
  41483. * Sets the type of tone mapping effect.
  41484. */
  41485. toneMappingType: number;
  41486. /**
  41487. * Gets contrast used in the effect.
  41488. */
  41489. /**
  41490. * Sets contrast used in the effect.
  41491. */
  41492. contrast: number;
  41493. /**
  41494. * Gets Vignette stretch size.
  41495. */
  41496. /**
  41497. * Sets Vignette stretch size.
  41498. */
  41499. vignetteStretch: number;
  41500. /**
  41501. * Gets Vignette centre X Offset.
  41502. */
  41503. /**
  41504. * Sets Vignette centre X Offset.
  41505. */
  41506. vignetteCentreX: number;
  41507. /**
  41508. * Gets Vignette centre Y Offset.
  41509. */
  41510. /**
  41511. * Sets Vignette centre Y Offset.
  41512. */
  41513. vignetteCentreY: number;
  41514. /**
  41515. * Gets Vignette weight or intensity of the vignette effect.
  41516. */
  41517. /**
  41518. * Sets Vignette weight or intensity of the vignette effect.
  41519. */
  41520. vignetteWeight: number;
  41521. /**
  41522. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41523. * if vignetteEnabled is set to true.
  41524. */
  41525. /**
  41526. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41527. * if vignetteEnabled is set to true.
  41528. */
  41529. vignetteColor: Color4;
  41530. /**
  41531. * Gets Camera field of view used by the Vignette effect.
  41532. */
  41533. /**
  41534. * Sets Camera field of view used by the Vignette effect.
  41535. */
  41536. vignetteCameraFov: number;
  41537. /**
  41538. * Gets the vignette blend mode allowing different kind of effect.
  41539. */
  41540. /**
  41541. * Sets the vignette blend mode allowing different kind of effect.
  41542. */
  41543. vignetteBlendMode: number;
  41544. /**
  41545. * Gets wether the vignette effect is enabled.
  41546. */
  41547. /**
  41548. * Sets wether the vignette effect is enabled.
  41549. */
  41550. vignetteEnabled: boolean;
  41551. private _fromLinearSpace;
  41552. /**
  41553. * Gets wether the input of the processing is in Gamma or Linear Space.
  41554. */
  41555. /**
  41556. * Sets wether the input of the processing is in Gamma or Linear Space.
  41557. */
  41558. fromLinearSpace: boolean;
  41559. /**
  41560. * Defines cache preventing GC.
  41561. */
  41562. private _defines;
  41563. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41564. /**
  41565. * "ImageProcessingPostProcess"
  41566. * @returns "ImageProcessingPostProcess"
  41567. */
  41568. getClassName(): string;
  41569. protected _updateParameters(): void;
  41570. dispose(camera?: Camera): void;
  41571. }
  41572. }
  41573. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41574. import { Scene } from "babylonjs/scene";
  41575. import { Color3 } from "babylonjs/Maths/math.color";
  41576. import { Mesh } from "babylonjs/Meshes/mesh";
  41577. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41578. import { Nullable } from "babylonjs/types";
  41579. /**
  41580. * Class containing static functions to help procedurally build meshes
  41581. */
  41582. export class GroundBuilder {
  41583. /**
  41584. * Creates a ground mesh
  41585. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41586. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41587. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41588. * @param name defines the name of the mesh
  41589. * @param options defines the options used to create the mesh
  41590. * @param scene defines the hosting scene
  41591. * @returns the ground mesh
  41592. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41593. */
  41594. static CreateGround(name: string, options: {
  41595. width?: number;
  41596. height?: number;
  41597. subdivisions?: number;
  41598. subdivisionsX?: number;
  41599. subdivisionsY?: number;
  41600. updatable?: boolean;
  41601. }, scene: any): Mesh;
  41602. /**
  41603. * Creates a tiled ground mesh
  41604. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41605. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41606. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  41607. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  41608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41609. * @param name defines the name of the mesh
  41610. * @param options defines the options used to create the mesh
  41611. * @param scene defines the hosting scene
  41612. * @returns the tiled ground mesh
  41613. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41614. */
  41615. static CreateTiledGround(name: string, options: {
  41616. xmin: number;
  41617. zmin: number;
  41618. xmax: number;
  41619. zmax: number;
  41620. subdivisions?: {
  41621. w: number;
  41622. h: number;
  41623. };
  41624. precision?: {
  41625. w: number;
  41626. h: number;
  41627. };
  41628. updatable?: boolean;
  41629. }, scene?: Nullable<Scene>): Mesh;
  41630. /**
  41631. * Creates a ground mesh from a height map
  41632. * * The parameter `url` sets the URL of the height map image resource.
  41633. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41634. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41635. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41636. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41637. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  41638. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  41639. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41640. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41641. * @param name defines the name of the mesh
  41642. * @param url defines the url to the height map
  41643. * @param options defines the options used to create the mesh
  41644. * @param scene defines the hosting scene
  41645. * @returns the ground mesh
  41646. * @see https://doc.babylonjs.com/babylon101/height_map
  41647. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41648. */
  41649. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41650. width?: number;
  41651. height?: number;
  41652. subdivisions?: number;
  41653. minHeight?: number;
  41654. maxHeight?: number;
  41655. colorFilter?: Color3;
  41656. alphaFilter?: number;
  41657. updatable?: boolean;
  41658. onReady?: (mesh: GroundMesh) => void;
  41659. }, scene?: Nullable<Scene>): GroundMesh;
  41660. }
  41661. }
  41662. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41663. import { Vector4 } from "babylonjs/Maths/math.vector";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. /**
  41666. * Class containing static functions to help procedurally build meshes
  41667. */
  41668. export class TorusBuilder {
  41669. /**
  41670. * Creates a torus mesh
  41671. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41672. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41673. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41675. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41677. * @param name defines the name of the mesh
  41678. * @param options defines the options used to create the mesh
  41679. * @param scene defines the hosting scene
  41680. * @returns the torus mesh
  41681. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41682. */
  41683. static CreateTorus(name: string, options: {
  41684. diameter?: number;
  41685. thickness?: number;
  41686. tessellation?: number;
  41687. updatable?: boolean;
  41688. sideOrientation?: number;
  41689. frontUVs?: Vector4;
  41690. backUVs?: Vector4;
  41691. }, scene: any): Mesh;
  41692. }
  41693. }
  41694. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41695. import { Vector4 } from "babylonjs/Maths/math.vector";
  41696. import { Color4 } from "babylonjs/Maths/math.color";
  41697. import { Mesh } from "babylonjs/Meshes/mesh";
  41698. /**
  41699. * Class containing static functions to help procedurally build meshes
  41700. */
  41701. export class CylinderBuilder {
  41702. /**
  41703. * Creates a cylinder or a cone mesh
  41704. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41705. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41706. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  41707. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41708. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41709. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41710. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41711. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  41712. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41713. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  41714. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  41715. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41716. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  41717. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  41718. * * If `enclose` is false, a ring surface is one element.
  41719. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41720. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  41721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41722. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  41723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41724. * @param name defines the name of the mesh
  41725. * @param options defines the options used to create the mesh
  41726. * @param scene defines the hosting scene
  41727. * @returns the cylinder mesh
  41728. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41729. */
  41730. static CreateCylinder(name: string, options: {
  41731. height?: number;
  41732. diameterTop?: number;
  41733. diameterBottom?: number;
  41734. diameter?: number;
  41735. tessellation?: number;
  41736. subdivisions?: number;
  41737. arc?: number;
  41738. faceColors?: Color4[];
  41739. faceUV?: Vector4[];
  41740. updatable?: boolean;
  41741. hasRings?: boolean;
  41742. enclose?: boolean;
  41743. cap?: number;
  41744. sideOrientation?: number;
  41745. frontUVs?: Vector4;
  41746. backUVs?: Vector4;
  41747. }, scene: any): Mesh;
  41748. }
  41749. }
  41750. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41751. import { Observable } from "babylonjs/Misc/observable";
  41752. import { Nullable } from "babylonjs/types";
  41753. import { Camera } from "babylonjs/Cameras/camera";
  41754. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41755. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41756. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41757. import { Scene } from "babylonjs/scene";
  41758. import { Vector3 } from "babylonjs/Maths/math.vector";
  41759. import { Color3 } from "babylonjs/Maths/math.color";
  41760. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41762. import { Mesh } from "babylonjs/Meshes/mesh";
  41763. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41764. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41765. import "babylonjs/Meshes/Builders/groundBuilder";
  41766. import "babylonjs/Meshes/Builders/torusBuilder";
  41767. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41768. import "babylonjs/Gamepads/gamepadSceneComponent";
  41769. import "babylonjs/Animations/animatable";
  41770. /**
  41771. * Options to modify the vr teleportation behavior.
  41772. */
  41773. export interface VRTeleportationOptions {
  41774. /**
  41775. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41776. */
  41777. floorMeshName?: string;
  41778. /**
  41779. * A list of meshes to be used as the teleportation floor. (default: empty)
  41780. */
  41781. floorMeshes?: Mesh[];
  41782. }
  41783. /**
  41784. * Options to modify the vr experience helper's behavior.
  41785. */
  41786. export interface VRExperienceHelperOptions extends WebVROptions {
  41787. /**
  41788. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41789. */
  41790. createDeviceOrientationCamera?: boolean;
  41791. /**
  41792. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41793. */
  41794. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41795. /**
  41796. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41797. */
  41798. laserToggle?: boolean;
  41799. /**
  41800. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41801. */
  41802. floorMeshes?: Mesh[];
  41803. /**
  41804. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41805. */
  41806. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41807. }
  41808. /**
  41809. * Event containing information after VR has been entered
  41810. */
  41811. export class OnAfterEnteringVRObservableEvent {
  41812. /**
  41813. * If entering vr was successful
  41814. */
  41815. success: boolean;
  41816. }
  41817. /**
  41818. * Helps to quickly add VR support to an existing scene.
  41819. * See http://doc.babylonjs.com/how_to/webvr_helper
  41820. */
  41821. export class VRExperienceHelper {
  41822. /** Options to modify the vr experience helper's behavior. */
  41823. webVROptions: VRExperienceHelperOptions;
  41824. private _scene;
  41825. private _position;
  41826. private _btnVR;
  41827. private _btnVRDisplayed;
  41828. private _webVRsupported;
  41829. private _webVRready;
  41830. private _webVRrequesting;
  41831. private _webVRpresenting;
  41832. private _hasEnteredVR;
  41833. private _fullscreenVRpresenting;
  41834. private _canvas;
  41835. private _webVRCamera;
  41836. private _vrDeviceOrientationCamera;
  41837. private _deviceOrientationCamera;
  41838. private _existingCamera;
  41839. private _onKeyDown;
  41840. private _onVrDisplayPresentChange;
  41841. private _onVRDisplayChanged;
  41842. private _onVRRequestPresentStart;
  41843. private _onVRRequestPresentComplete;
  41844. /**
  41845. * Observable raised right before entering VR.
  41846. */
  41847. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41848. /**
  41849. * Observable raised when entering VR has completed.
  41850. */
  41851. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41852. /**
  41853. * Observable raised when exiting VR.
  41854. */
  41855. onExitingVRObservable: Observable<VRExperienceHelper>;
  41856. /**
  41857. * Observable raised when controller mesh is loaded.
  41858. */
  41859. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41860. /** Return this.onEnteringVRObservable
  41861. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41862. */
  41863. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41864. /** Return this.onExitingVRObservable
  41865. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41866. */
  41867. readonly onExitingVR: Observable<VRExperienceHelper>;
  41868. /** Return this.onControllerMeshLoadedObservable
  41869. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41870. */
  41871. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41872. private _rayLength;
  41873. private _useCustomVRButton;
  41874. private _teleportationRequested;
  41875. private _teleportActive;
  41876. private _floorMeshName;
  41877. private _floorMeshesCollection;
  41878. private _rotationAllowed;
  41879. private _teleportBackwardsVector;
  41880. private _teleportationTarget;
  41881. private _isDefaultTeleportationTarget;
  41882. private _postProcessMove;
  41883. private _teleportationFillColor;
  41884. private _teleportationBorderColor;
  41885. private _rotationAngle;
  41886. private _haloCenter;
  41887. private _cameraGazer;
  41888. private _padSensibilityUp;
  41889. private _padSensibilityDown;
  41890. private _leftController;
  41891. private _rightController;
  41892. /**
  41893. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41894. */
  41895. onNewMeshSelected: Observable<AbstractMesh>;
  41896. /**
  41897. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41898. */
  41899. onNewMeshPicked: Observable<PickingInfo>;
  41900. private _circleEase;
  41901. /**
  41902. * Observable raised before camera teleportation
  41903. */
  41904. onBeforeCameraTeleport: Observable<Vector3>;
  41905. /**
  41906. * Observable raised after camera teleportation
  41907. */
  41908. onAfterCameraTeleport: Observable<Vector3>;
  41909. /**
  41910. * Observable raised when current selected mesh gets unselected
  41911. */
  41912. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41913. private _raySelectionPredicate;
  41914. /**
  41915. * To be optionaly changed by user to define custom ray selection
  41916. */
  41917. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41918. /**
  41919. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41920. */
  41921. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41922. /**
  41923. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41924. */
  41925. teleportationEnabled: boolean;
  41926. private _defaultHeight;
  41927. private _teleportationInitialized;
  41928. private _interactionsEnabled;
  41929. private _interactionsRequested;
  41930. private _displayGaze;
  41931. private _displayLaserPointer;
  41932. /**
  41933. * The mesh used to display where the user is going to teleport.
  41934. */
  41935. /**
  41936. * Sets the mesh to be used to display where the user is going to teleport.
  41937. */
  41938. teleportationTarget: Mesh;
  41939. /**
  41940. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  41941. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  41942. * See http://doc.babylonjs.com/resources/baking_transformations
  41943. */
  41944. gazeTrackerMesh: Mesh;
  41945. /**
  41946. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  41947. */
  41948. updateGazeTrackerScale: boolean;
  41949. /**
  41950. * If the gaze trackers color should be updated when selecting meshes
  41951. */
  41952. updateGazeTrackerColor: boolean;
  41953. /**
  41954. * The gaze tracking mesh corresponding to the left controller
  41955. */
  41956. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  41957. /**
  41958. * The gaze tracking mesh corresponding to the right controller
  41959. */
  41960. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  41961. /**
  41962. * If the ray of the gaze should be displayed.
  41963. */
  41964. /**
  41965. * Sets if the ray of the gaze should be displayed.
  41966. */
  41967. displayGaze: boolean;
  41968. /**
  41969. * If the ray of the LaserPointer should be displayed.
  41970. */
  41971. /**
  41972. * Sets if the ray of the LaserPointer should be displayed.
  41973. */
  41974. displayLaserPointer: boolean;
  41975. /**
  41976. * The deviceOrientationCamera used as the camera when not in VR.
  41977. */
  41978. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  41979. /**
  41980. * Based on the current WebVR support, returns the current VR camera used.
  41981. */
  41982. readonly currentVRCamera: Nullable<Camera>;
  41983. /**
  41984. * The webVRCamera which is used when in VR.
  41985. */
  41986. readonly webVRCamera: WebVRFreeCamera;
  41987. /**
  41988. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  41989. */
  41990. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  41991. /**
  41992. * The html button that is used to trigger entering into VR.
  41993. */
  41994. readonly vrButton: Nullable<HTMLButtonElement>;
  41995. private readonly _teleportationRequestInitiated;
  41996. /**
  41997. * Defines wether or not Pointer lock should be requested when switching to
  41998. * full screen.
  41999. */
  42000. requestPointerLockOnFullScreen: boolean;
  42001. /**
  42002. * Instantiates a VRExperienceHelper.
  42003. * Helps to quickly add VR support to an existing scene.
  42004. * @param scene The scene the VRExperienceHelper belongs to.
  42005. * @param webVROptions Options to modify the vr experience helper's behavior.
  42006. */
  42007. constructor(scene: Scene,
  42008. /** Options to modify the vr experience helper's behavior. */
  42009. webVROptions?: VRExperienceHelperOptions);
  42010. private _onDefaultMeshLoaded;
  42011. private _onResize;
  42012. private _onFullscreenChange;
  42013. /**
  42014. * Gets a value indicating if we are currently in VR mode.
  42015. */
  42016. readonly isInVRMode: boolean;
  42017. private onVrDisplayPresentChange;
  42018. private onVRDisplayChanged;
  42019. private moveButtonToBottomRight;
  42020. private displayVRButton;
  42021. private updateButtonVisibility;
  42022. private _cachedAngularSensibility;
  42023. /**
  42024. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42025. * Otherwise, will use the fullscreen API.
  42026. */
  42027. enterVR(): void;
  42028. /**
  42029. * Attempt to exit VR, or fullscreen.
  42030. */
  42031. exitVR(): void;
  42032. /**
  42033. * The position of the vr experience helper.
  42034. */
  42035. /**
  42036. * Sets the position of the vr experience helper.
  42037. */
  42038. position: Vector3;
  42039. /**
  42040. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42041. */
  42042. enableInteractions(): void;
  42043. private readonly _noControllerIsActive;
  42044. private beforeRender;
  42045. private _isTeleportationFloor;
  42046. /**
  42047. * Adds a floor mesh to be used for teleportation.
  42048. * @param floorMesh the mesh to be used for teleportation.
  42049. */
  42050. addFloorMesh(floorMesh: Mesh): void;
  42051. /**
  42052. * Removes a floor mesh from being used for teleportation.
  42053. * @param floorMesh the mesh to be removed.
  42054. */
  42055. removeFloorMesh(floorMesh: Mesh): void;
  42056. /**
  42057. * Enables interactions and teleportation using the VR controllers and gaze.
  42058. * @param vrTeleportationOptions options to modify teleportation behavior.
  42059. */
  42060. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42061. private _onNewGamepadConnected;
  42062. private _tryEnableInteractionOnController;
  42063. private _onNewGamepadDisconnected;
  42064. private _enableInteractionOnController;
  42065. private _checkTeleportWithRay;
  42066. private _checkRotate;
  42067. private _checkTeleportBackwards;
  42068. private _enableTeleportationOnController;
  42069. private _createTeleportationCircles;
  42070. private _displayTeleportationTarget;
  42071. private _hideTeleportationTarget;
  42072. private _rotateCamera;
  42073. private _moveTeleportationSelectorTo;
  42074. private _workingVector;
  42075. private _workingQuaternion;
  42076. private _workingMatrix;
  42077. /**
  42078. * Teleports the users feet to the desired location
  42079. * @param location The location where the user's feet should be placed
  42080. */
  42081. teleportCamera(location: Vector3): void;
  42082. private _convertNormalToDirectionOfRay;
  42083. private _castRayAndSelectObject;
  42084. private _notifySelectedMeshUnselected;
  42085. /**
  42086. * Sets the color of the laser ray from the vr controllers.
  42087. * @param color new color for the ray.
  42088. */
  42089. changeLaserColor(color: Color3): void;
  42090. /**
  42091. * Sets the color of the ray from the vr headsets gaze.
  42092. * @param color new color for the ray.
  42093. */
  42094. changeGazeColor(color: Color3): void;
  42095. /**
  42096. * Exits VR and disposes of the vr experience helper
  42097. */
  42098. dispose(): void;
  42099. /**
  42100. * Gets the name of the VRExperienceHelper class
  42101. * @returns "VRExperienceHelper"
  42102. */
  42103. getClassName(): string;
  42104. }
  42105. }
  42106. declare module "babylonjs/Cameras/VR/index" {
  42107. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42108. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42109. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42110. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42111. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42112. export * from "babylonjs/Cameras/VR/webVRCamera";
  42113. }
  42114. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42115. import { Observable } from "babylonjs/Misc/observable";
  42116. import { Nullable } from "babylonjs/types";
  42117. import { IDisposable, Scene } from "babylonjs/scene";
  42118. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42119. /**
  42120. * Manages an XRSession to work with Babylon's engine
  42121. * @see https://doc.babylonjs.com/how_to/webxr
  42122. */
  42123. export class WebXRSessionManager implements IDisposable {
  42124. private scene;
  42125. /**
  42126. * Fires every time a new xrFrame arrives which can be used to update the camera
  42127. */
  42128. onXRFrameObservable: Observable<any>;
  42129. /**
  42130. * Fires when the xr session is ended either by the device or manually done
  42131. */
  42132. onXRSessionEnded: Observable<any>;
  42133. /**
  42134. * Underlying xr session
  42135. */
  42136. session: XRSession;
  42137. /**
  42138. * Type of reference space used when creating the session
  42139. */
  42140. referenceSpace: XRReferenceSpace;
  42141. /** @hidden */
  42142. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42143. /**
  42144. * Current XR frame
  42145. */
  42146. currentFrame: Nullable<XRFrame>;
  42147. private _xrNavigator;
  42148. private baseLayer;
  42149. /**
  42150. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42151. * @param scene The scene which the session should be created for
  42152. */
  42153. constructor(scene: Scene);
  42154. /**
  42155. * Initializes the manager
  42156. * After initialization enterXR can be called to start an XR session
  42157. * @returns Promise which resolves after it is initialized
  42158. */
  42159. initializeAsync(): Promise<void>;
  42160. /**
  42161. * Initializes an xr session
  42162. * @param xrSessionMode mode to initialize
  42163. * @returns a promise which will resolve once the session has been initialized
  42164. */
  42165. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42166. /**
  42167. * Sets the reference space on the xr session
  42168. * @param referenceSpace space to set
  42169. * @returns a promise that will resolve once the reference space has been set
  42170. */
  42171. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42172. /**
  42173. * Updates the render state of the session
  42174. * @param state state to set
  42175. * @returns a promise that resolves once the render state has been updated
  42176. */
  42177. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42178. /**
  42179. * Starts rendering to the xr layer
  42180. * @returns a promise that will resolve once rendering has started
  42181. */
  42182. startRenderingToXRAsync(): Promise<void>;
  42183. /**
  42184. * Stops the xrSession and restores the renderloop
  42185. * @returns Promise which resolves after it exits XR
  42186. */
  42187. exitXRAsync(): Promise<unknown>;
  42188. /**
  42189. * Checks if a session would be supported for the creation options specified
  42190. * @param sessionMode session mode to check if supported eg. immersive-vr
  42191. * @returns true if supported
  42192. */
  42193. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42194. /**
  42195. * @hidden
  42196. * Converts the render layer of xrSession to a render target
  42197. * @param session session to create render target for
  42198. * @param scene scene the new render target should be created for
  42199. */
  42200. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42201. /**
  42202. * Disposes of the session manager
  42203. */
  42204. dispose(): void;
  42205. }
  42206. }
  42207. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42208. import { Scene } from "babylonjs/scene";
  42209. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42210. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42211. /**
  42212. * WebXR Camera which holds the views for the xrSession
  42213. * @see https://doc.babylonjs.com/how_to/webxr
  42214. */
  42215. export class WebXRCamera extends FreeCamera {
  42216. private static _TmpMatrix;
  42217. /**
  42218. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42219. * @param name the name of the camera
  42220. * @param scene the scene to add the camera to
  42221. */
  42222. constructor(name: string, scene: Scene);
  42223. private _updateNumberOfRigCameras;
  42224. /** @hidden */
  42225. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42226. /**
  42227. * Updates the cameras position from the current pose information of the XR session
  42228. * @param xrSessionManager the session containing pose information
  42229. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42230. */
  42231. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42232. }
  42233. }
  42234. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42235. import { Nullable } from "babylonjs/types";
  42236. import { IDisposable } from "babylonjs/scene";
  42237. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42238. /**
  42239. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42240. */
  42241. export class WebXRManagedOutputCanvas implements IDisposable {
  42242. private helper;
  42243. private _canvas;
  42244. /**
  42245. * xrpresent context of the canvas which can be used to display/mirror xr content
  42246. */
  42247. canvasContext: WebGLRenderingContext;
  42248. /**
  42249. * xr layer for the canvas
  42250. */
  42251. xrLayer: Nullable<XRWebGLLayer>;
  42252. /**
  42253. * Initializes the xr layer for the session
  42254. * @param xrSession xr session
  42255. * @returns a promise that will resolve once the XR Layer has been created
  42256. */
  42257. initializeXRLayerAsync(xrSession: any): any;
  42258. /**
  42259. * Initializes the canvas to be added/removed upon entering/exiting xr
  42260. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42261. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42262. */
  42263. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42264. /**
  42265. * Disposes of the object
  42266. */
  42267. dispose(): void;
  42268. private _setManagedOutputCanvas;
  42269. private _addCanvas;
  42270. private _removeCanvas;
  42271. }
  42272. }
  42273. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42274. import { Observable } from "babylonjs/Misc/observable";
  42275. import { IDisposable, Scene } from "babylonjs/scene";
  42276. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42277. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42278. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42279. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42280. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42281. /**
  42282. * States of the webXR experience
  42283. */
  42284. export enum WebXRState {
  42285. /**
  42286. * Transitioning to being in XR mode
  42287. */
  42288. ENTERING_XR = 0,
  42289. /**
  42290. * Transitioning to non XR mode
  42291. */
  42292. EXITING_XR = 1,
  42293. /**
  42294. * In XR mode and presenting
  42295. */
  42296. IN_XR = 2,
  42297. /**
  42298. * Not entered XR mode
  42299. */
  42300. NOT_IN_XR = 3
  42301. }
  42302. /**
  42303. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42304. * @see https://doc.babylonjs.com/how_to/webxr
  42305. */
  42306. export class WebXRExperienceHelper implements IDisposable {
  42307. private scene;
  42308. /**
  42309. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42310. */
  42311. container: AbstractMesh;
  42312. /**
  42313. * Camera used to render xr content
  42314. */
  42315. camera: WebXRCamera;
  42316. /**
  42317. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42318. */
  42319. state: WebXRState;
  42320. private _setState;
  42321. private static _TmpVector;
  42322. /**
  42323. * Fires when the state of the experience helper has changed
  42324. */
  42325. onStateChangedObservable: Observable<WebXRState>;
  42326. /** Session manager used to keep track of xr session */
  42327. sessionManager: WebXRSessionManager;
  42328. private _nonVRCamera;
  42329. private _originalSceneAutoClear;
  42330. private _supported;
  42331. /**
  42332. * Creates the experience helper
  42333. * @param scene the scene to attach the experience helper to
  42334. * @returns a promise for the experience helper
  42335. */
  42336. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42337. /**
  42338. * Creates a WebXRExperienceHelper
  42339. * @param scene The scene the helper should be created in
  42340. */
  42341. private constructor();
  42342. /**
  42343. * Exits XR mode and returns the scene to its original state
  42344. * @returns promise that resolves after xr mode has exited
  42345. */
  42346. exitXRAsync(): Promise<unknown>;
  42347. /**
  42348. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42349. * @param sessionCreationOptions options for the XR session
  42350. * @param referenceSpaceType frame of reference of the XR session
  42351. * @param outputCanvas the output canvas that will be used to enter XR mode
  42352. * @returns promise that resolves after xr mode has entered
  42353. */
  42354. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42355. /**
  42356. * Updates the global position of the camera by moving the camera's container
  42357. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42358. * @param position The desired global position of the camera
  42359. */
  42360. setPositionOfCameraUsingContainer(position: Vector3): void;
  42361. /**
  42362. * Rotates the xr camera by rotating the camera's container around the camera's position
  42363. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42364. * @param rotation the desired quaternion rotation to apply to the camera
  42365. */
  42366. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42367. /**
  42368. * Disposes of the experience helper
  42369. */
  42370. dispose(): void;
  42371. }
  42372. }
  42373. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42374. import { Nullable } from "babylonjs/types";
  42375. import { Observable } from "babylonjs/Misc/observable";
  42376. import { IDisposable, Scene } from "babylonjs/scene";
  42377. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42378. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42379. /**
  42380. * Button which can be used to enter a different mode of XR
  42381. */
  42382. export class WebXREnterExitUIButton {
  42383. /** button element */
  42384. element: HTMLElement;
  42385. /** XR initialization options for the button */
  42386. sessionMode: XRSessionMode;
  42387. /** Reference space type */
  42388. referenceSpaceType: XRReferenceSpaceType;
  42389. /**
  42390. * Creates a WebXREnterExitUIButton
  42391. * @param element button element
  42392. * @param sessionMode XR initialization session mode
  42393. * @param referenceSpaceType the type of reference space to be used
  42394. */
  42395. constructor(
  42396. /** button element */
  42397. element: HTMLElement,
  42398. /** XR initialization options for the button */
  42399. sessionMode: XRSessionMode,
  42400. /** Reference space type */
  42401. referenceSpaceType: XRReferenceSpaceType);
  42402. /**
  42403. * Overwritable function which can be used to update the button's visuals when the state changes
  42404. * @param activeButton the current active button in the UI
  42405. */
  42406. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42407. }
  42408. /**
  42409. * Options to create the webXR UI
  42410. */
  42411. export class WebXREnterExitUIOptions {
  42412. /**
  42413. * Context to enter xr with
  42414. */
  42415. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42416. /**
  42417. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42418. */
  42419. customButtons?: Array<WebXREnterExitUIButton>;
  42420. }
  42421. /**
  42422. * UI to allow the user to enter/exit XR mode
  42423. */
  42424. export class WebXREnterExitUI implements IDisposable {
  42425. private scene;
  42426. private _overlay;
  42427. private _buttons;
  42428. private _activeButton;
  42429. /**
  42430. * Fired every time the active button is changed.
  42431. *
  42432. * When xr is entered via a button that launches xr that button will be the callback parameter
  42433. *
  42434. * When exiting xr the callback parameter will be null)
  42435. */
  42436. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42437. /**
  42438. * Creates UI to allow the user to enter/exit XR mode
  42439. * @param scene the scene to add the ui to
  42440. * @param helper the xr experience helper to enter/exit xr with
  42441. * @param options options to configure the UI
  42442. * @returns the created ui
  42443. */
  42444. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42445. private constructor();
  42446. private _updateButtons;
  42447. /**
  42448. * Disposes of the object
  42449. */
  42450. dispose(): void;
  42451. }
  42452. }
  42453. declare module "babylonjs/Cameras/XR/webXRController" {
  42454. import { Nullable } from "babylonjs/types";
  42455. import { Observable } from "babylonjs/Misc/observable";
  42456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42457. import { Ray } from "babylonjs/Culling/ray";
  42458. import { Scene } from "babylonjs/scene";
  42459. /**
  42460. * Represents an XR input
  42461. */
  42462. export class WebXRController {
  42463. private scene;
  42464. /** The underlying input source for the controller */
  42465. inputSource: XRInputSource;
  42466. private parentContainer;
  42467. /**
  42468. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42469. */
  42470. grip?: AbstractMesh;
  42471. /**
  42472. * Pointer which can be used to select objects or attach a visible laser to
  42473. */
  42474. pointer: AbstractMesh;
  42475. /**
  42476. * Event that fires when the controller is removed/disposed
  42477. */
  42478. onDisposeObservable: Observable<{}>;
  42479. private _tmpMatrix;
  42480. private _tmpQuaternion;
  42481. private _tmpVector;
  42482. /**
  42483. * Creates the controller
  42484. * @see https://doc.babylonjs.com/how_to/webxr
  42485. * @param scene the scene which the controller should be associated to
  42486. * @param inputSource the underlying input source for the controller
  42487. * @param parentContainer parent that the controller meshes should be children of
  42488. */
  42489. constructor(scene: Scene,
  42490. /** The underlying input source for the controller */
  42491. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42492. /**
  42493. * Updates the controller pose based on the given XRFrame
  42494. * @param xrFrame xr frame to update the pose with
  42495. * @param referenceSpace reference space to use
  42496. */
  42497. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42498. /**
  42499. * Gets a world space ray coming from the controller
  42500. * @param result the resulting ray
  42501. */
  42502. getWorldPointerRayToRef(result: Ray): void;
  42503. /**
  42504. * Disposes of the object
  42505. */
  42506. dispose(): void;
  42507. }
  42508. }
  42509. declare module "babylonjs/Cameras/XR/webXRInput" {
  42510. import { Observable } from "babylonjs/Misc/observable";
  42511. import { IDisposable } from "babylonjs/scene";
  42512. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42513. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42514. /**
  42515. * XR input used to track XR inputs such as controllers/rays
  42516. */
  42517. export class WebXRInput implements IDisposable {
  42518. /**
  42519. * Base experience the input listens to
  42520. */
  42521. baseExperience: WebXRExperienceHelper;
  42522. /**
  42523. * XR controllers being tracked
  42524. */
  42525. controllers: Array<WebXRController>;
  42526. private _frameObserver;
  42527. private _stateObserver;
  42528. /**
  42529. * Event when a controller has been connected/added
  42530. */
  42531. onControllerAddedObservable: Observable<WebXRController>;
  42532. /**
  42533. * Event when a controller has been removed/disconnected
  42534. */
  42535. onControllerRemovedObservable: Observable<WebXRController>;
  42536. /**
  42537. * Initializes the WebXRInput
  42538. * @param baseExperience experience helper which the input should be created for
  42539. */
  42540. constructor(
  42541. /**
  42542. * Base experience the input listens to
  42543. */
  42544. baseExperience: WebXRExperienceHelper);
  42545. private _onInputSourcesChange;
  42546. private _addAndRemoveControllers;
  42547. /**
  42548. * Disposes of the object
  42549. */
  42550. dispose(): void;
  42551. }
  42552. }
  42553. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42554. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42555. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42556. /**
  42557. * Enables teleportation
  42558. */
  42559. export class WebXRControllerTeleportation {
  42560. private _teleportationFillColor;
  42561. private _teleportationBorderColor;
  42562. private _tmpRay;
  42563. private _tmpVector;
  42564. /**
  42565. * Creates a WebXRControllerTeleportation
  42566. * @param input input manager to add teleportation to
  42567. * @param floorMeshes floormeshes which can be teleported to
  42568. */
  42569. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42570. }
  42571. }
  42572. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42573. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42574. /**
  42575. * Handles pointer input automatically for the pointer of XR controllers
  42576. */
  42577. export class WebXRControllerPointerSelection {
  42578. private static _idCounter;
  42579. private _tmpRay;
  42580. /**
  42581. * Creates a WebXRControllerPointerSelection
  42582. * @param input input manager to setup pointer selection
  42583. */
  42584. constructor(input: WebXRInput);
  42585. private _convertNormalToDirectionOfRay;
  42586. private _updatePointerDistance;
  42587. }
  42588. }
  42589. declare module "babylonjs/Loading/sceneLoader" {
  42590. import { Observable } from "babylonjs/Misc/observable";
  42591. import { Nullable } from "babylonjs/types";
  42592. import { Scene } from "babylonjs/scene";
  42593. import { Engine } from "babylonjs/Engines/engine";
  42594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42595. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42596. import { AssetContainer } from "babylonjs/assetContainer";
  42597. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42598. import { Skeleton } from "babylonjs/Bones/skeleton";
  42599. /**
  42600. * Class used to represent data loading progression
  42601. */
  42602. export class SceneLoaderProgressEvent {
  42603. /** defines if data length to load can be evaluated */
  42604. readonly lengthComputable: boolean;
  42605. /** defines the loaded data length */
  42606. readonly loaded: number;
  42607. /** defines the data length to load */
  42608. readonly total: number;
  42609. /**
  42610. * Create a new progress event
  42611. * @param lengthComputable defines if data length to load can be evaluated
  42612. * @param loaded defines the loaded data length
  42613. * @param total defines the data length to load
  42614. */
  42615. constructor(
  42616. /** defines if data length to load can be evaluated */
  42617. lengthComputable: boolean,
  42618. /** defines the loaded data length */
  42619. loaded: number,
  42620. /** defines the data length to load */
  42621. total: number);
  42622. /**
  42623. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42624. * @param event defines the source event
  42625. * @returns a new SceneLoaderProgressEvent
  42626. */
  42627. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42628. }
  42629. /**
  42630. * Interface used by SceneLoader plugins to define supported file extensions
  42631. */
  42632. export interface ISceneLoaderPluginExtensions {
  42633. /**
  42634. * Defines the list of supported extensions
  42635. */
  42636. [extension: string]: {
  42637. isBinary: boolean;
  42638. };
  42639. }
  42640. /**
  42641. * Interface used by SceneLoader plugin factory
  42642. */
  42643. export interface ISceneLoaderPluginFactory {
  42644. /**
  42645. * Defines the name of the factory
  42646. */
  42647. name: string;
  42648. /**
  42649. * Function called to create a new plugin
  42650. * @return the new plugin
  42651. */
  42652. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42653. /**
  42654. * Boolean indicating if the plugin can direct load specific data
  42655. */
  42656. canDirectLoad?: (data: string) => boolean;
  42657. }
  42658. /**
  42659. * Interface used to define a SceneLoader plugin
  42660. */
  42661. export interface ISceneLoaderPlugin {
  42662. /**
  42663. * The friendly name of this plugin.
  42664. */
  42665. name: string;
  42666. /**
  42667. * The file extensions supported by this plugin.
  42668. */
  42669. extensions: string | ISceneLoaderPluginExtensions;
  42670. /**
  42671. * Import meshes into a scene.
  42672. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42673. * @param scene The scene to import into
  42674. * @param data The data to import
  42675. * @param rootUrl The root url for scene and resources
  42676. * @param meshes The meshes array to import into
  42677. * @param particleSystems The particle systems array to import into
  42678. * @param skeletons The skeletons array to import into
  42679. * @param onError The callback when import fails
  42680. * @returns True if successful or false otherwise
  42681. */
  42682. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42683. /**
  42684. * Load into a scene.
  42685. * @param scene The scene to load into
  42686. * @param data The data to import
  42687. * @param rootUrl The root url for scene and resources
  42688. * @param onError The callback when import fails
  42689. * @returns true if successful or false otherwise
  42690. */
  42691. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42692. /**
  42693. * The callback that returns true if the data can be directly loaded.
  42694. */
  42695. canDirectLoad?: (data: string) => boolean;
  42696. /**
  42697. * The callback that allows custom handling of the root url based on the response url.
  42698. */
  42699. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42700. /**
  42701. * Load into an asset container.
  42702. * @param scene The scene to load into
  42703. * @param data The data to import
  42704. * @param rootUrl The root url for scene and resources
  42705. * @param onError The callback when import fails
  42706. * @returns The loaded asset container
  42707. */
  42708. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42709. }
  42710. /**
  42711. * Interface used to define an async SceneLoader plugin
  42712. */
  42713. export interface ISceneLoaderPluginAsync {
  42714. /**
  42715. * The friendly name of this plugin.
  42716. */
  42717. name: string;
  42718. /**
  42719. * The file extensions supported by this plugin.
  42720. */
  42721. extensions: string | ISceneLoaderPluginExtensions;
  42722. /**
  42723. * Import meshes into a scene.
  42724. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42725. * @param scene The scene to import into
  42726. * @param data The data to import
  42727. * @param rootUrl The root url for scene and resources
  42728. * @param onProgress The callback when the load progresses
  42729. * @param fileName Defines the name of the file to load
  42730. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42731. */
  42732. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42733. meshes: AbstractMesh[];
  42734. particleSystems: IParticleSystem[];
  42735. skeletons: Skeleton[];
  42736. animationGroups: AnimationGroup[];
  42737. }>;
  42738. /**
  42739. * Load into a scene.
  42740. * @param scene The scene to load into
  42741. * @param data The data to import
  42742. * @param rootUrl The root url for scene and resources
  42743. * @param onProgress The callback when the load progresses
  42744. * @param fileName Defines the name of the file to load
  42745. * @returns Nothing
  42746. */
  42747. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42748. /**
  42749. * The callback that returns true if the data can be directly loaded.
  42750. */
  42751. canDirectLoad?: (data: string) => boolean;
  42752. /**
  42753. * The callback that allows custom handling of the root url based on the response url.
  42754. */
  42755. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42756. /**
  42757. * Load into an asset container.
  42758. * @param scene The scene to load into
  42759. * @param data The data to import
  42760. * @param rootUrl The root url for scene and resources
  42761. * @param onProgress The callback when the load progresses
  42762. * @param fileName Defines the name of the file to load
  42763. * @returns The loaded asset container
  42764. */
  42765. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42766. }
  42767. /**
  42768. * Class used to load scene from various file formats using registered plugins
  42769. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42770. */
  42771. export class SceneLoader {
  42772. /**
  42773. * No logging while loading
  42774. */
  42775. static readonly NO_LOGGING: number;
  42776. /**
  42777. * Minimal logging while loading
  42778. */
  42779. static readonly MINIMAL_LOGGING: number;
  42780. /**
  42781. * Summary logging while loading
  42782. */
  42783. static readonly SUMMARY_LOGGING: number;
  42784. /**
  42785. * Detailled logging while loading
  42786. */
  42787. static readonly DETAILED_LOGGING: number;
  42788. /**
  42789. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42790. */
  42791. static ForceFullSceneLoadingForIncremental: boolean;
  42792. /**
  42793. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42794. */
  42795. static ShowLoadingScreen: boolean;
  42796. /**
  42797. * Defines the current logging level (while loading the scene)
  42798. * @ignorenaming
  42799. */
  42800. static loggingLevel: number;
  42801. /**
  42802. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42803. */
  42804. static CleanBoneMatrixWeights: boolean;
  42805. /**
  42806. * Event raised when a plugin is used to load a scene
  42807. */
  42808. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42809. private static _registeredPlugins;
  42810. private static _getDefaultPlugin;
  42811. private static _getPluginForExtension;
  42812. private static _getPluginForDirectLoad;
  42813. private static _getPluginForFilename;
  42814. private static _getDirectLoad;
  42815. private static _loadData;
  42816. private static _getFileInfo;
  42817. /**
  42818. * Gets a plugin that can load the given extension
  42819. * @param extension defines the extension to load
  42820. * @returns a plugin or null if none works
  42821. */
  42822. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42823. /**
  42824. * Gets a boolean indicating that the given extension can be loaded
  42825. * @param extension defines the extension to load
  42826. * @returns true if the extension is supported
  42827. */
  42828. static IsPluginForExtensionAvailable(extension: string): boolean;
  42829. /**
  42830. * Adds a new plugin to the list of registered plugins
  42831. * @param plugin defines the plugin to add
  42832. */
  42833. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42834. /**
  42835. * Import meshes into a scene
  42836. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42837. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42838. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42839. * @param scene the instance of BABYLON.Scene to append to
  42840. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42841. * @param onProgress a callback with a progress event for each file being loaded
  42842. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42843. * @param pluginExtension the extension used to determine the plugin
  42844. * @returns The loaded plugin
  42845. */
  42846. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42847. /**
  42848. * Import meshes into a scene
  42849. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42850. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42851. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42852. * @param scene the instance of BABYLON.Scene to append to
  42853. * @param onProgress a callback with a progress event for each file being loaded
  42854. * @param pluginExtension the extension used to determine the plugin
  42855. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42856. */
  42857. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42858. meshes: AbstractMesh[];
  42859. particleSystems: IParticleSystem[];
  42860. skeletons: Skeleton[];
  42861. animationGroups: AnimationGroup[];
  42862. }>;
  42863. /**
  42864. * Load a scene
  42865. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42866. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42867. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42868. * @param onSuccess a callback with the scene when import succeeds
  42869. * @param onProgress a callback with a progress event for each file being loaded
  42870. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42871. * @param pluginExtension the extension used to determine the plugin
  42872. * @returns The loaded plugin
  42873. */
  42874. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42875. /**
  42876. * Load a scene
  42877. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42878. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42879. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42880. * @param onProgress a callback with a progress event for each file being loaded
  42881. * @param pluginExtension the extension used to determine the plugin
  42882. * @returns The loaded scene
  42883. */
  42884. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42885. /**
  42886. * Append a scene
  42887. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42888. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42889. * @param scene is the instance of BABYLON.Scene to append to
  42890. * @param onSuccess a callback with the scene when import succeeds
  42891. * @param onProgress a callback with a progress event for each file being loaded
  42892. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42893. * @param pluginExtension the extension used to determine the plugin
  42894. * @returns The loaded plugin
  42895. */
  42896. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42897. /**
  42898. * Append a scene
  42899. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42900. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42901. * @param scene is the instance of BABYLON.Scene to append to
  42902. * @param onProgress a callback with a progress event for each file being loaded
  42903. * @param pluginExtension the extension used to determine the plugin
  42904. * @returns The given scene
  42905. */
  42906. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42907. /**
  42908. * Load a scene into an asset container
  42909. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42910. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  42911. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42912. * @param onSuccess a callback with the scene when import succeeds
  42913. * @param onProgress a callback with a progress event for each file being loaded
  42914. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42915. * @param pluginExtension the extension used to determine the plugin
  42916. * @returns The loaded plugin
  42917. */
  42918. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42919. /**
  42920. * Load a scene into an asset container
  42921. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  42922. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  42923. * @param scene is the instance of Scene to append to
  42924. * @param onProgress a callback with a progress event for each file being loaded
  42925. * @param pluginExtension the extension used to determine the plugin
  42926. * @returns The loaded asset container
  42927. */
  42928. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42929. }
  42930. }
  42931. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42932. import { Scene } from "babylonjs/scene";
  42933. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42934. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42935. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42936. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42937. /**
  42938. * Generic Controller
  42939. */
  42940. export class GenericController extends WebVRController {
  42941. /**
  42942. * Base Url for the controller model.
  42943. */
  42944. static readonly MODEL_BASE_URL: string;
  42945. /**
  42946. * File name for the controller model.
  42947. */
  42948. static readonly MODEL_FILENAME: string;
  42949. /**
  42950. * Creates a new GenericController from a gamepad
  42951. * @param vrGamepad the gamepad that the controller should be created from
  42952. */
  42953. constructor(vrGamepad: any);
  42954. /**
  42955. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  42956. * @param scene scene in which to add meshes
  42957. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  42958. */
  42959. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  42960. /**
  42961. * Called once for each button that changed state since the last frame
  42962. * @param buttonIdx Which button index changed
  42963. * @param state New state of the button
  42964. * @param changes Which properties on the state changed since last frame
  42965. */
  42966. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  42967. }
  42968. }
  42969. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  42970. import { Observable } from "babylonjs/Misc/observable";
  42971. import { Scene } from "babylonjs/scene";
  42972. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42973. import { Ray } from "babylonjs/Culling/ray";
  42974. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42975. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  42976. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  42977. /**
  42978. * Defines the WindowsMotionController object that the state of the windows motion controller
  42979. */
  42980. export class WindowsMotionController extends WebVRController {
  42981. /**
  42982. * The base url used to load the left and right controller models
  42983. */
  42984. static MODEL_BASE_URL: string;
  42985. /**
  42986. * The name of the left controller model file
  42987. */
  42988. static MODEL_LEFT_FILENAME: string;
  42989. /**
  42990. * The name of the right controller model file
  42991. */
  42992. static MODEL_RIGHT_FILENAME: string;
  42993. /**
  42994. * The controller name prefix for this controller type
  42995. */
  42996. static readonly GAMEPAD_ID_PREFIX: string;
  42997. /**
  42998. * The controller id pattern for this controller type
  42999. */
  43000. private static readonly GAMEPAD_ID_PATTERN;
  43001. private _loadedMeshInfo;
  43002. private readonly _mapping;
  43003. /**
  43004. * Fired when the trackpad on this controller is clicked
  43005. */
  43006. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43007. /**
  43008. * Fired when the trackpad on this controller is modified
  43009. */
  43010. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43011. /**
  43012. * The current x and y values of this controller's trackpad
  43013. */
  43014. trackpad: StickValues;
  43015. /**
  43016. * Creates a new WindowsMotionController from a gamepad
  43017. * @param vrGamepad the gamepad that the controller should be created from
  43018. */
  43019. constructor(vrGamepad: any);
  43020. /**
  43021. * Fired when the trigger on this controller is modified
  43022. */
  43023. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43024. /**
  43025. * Fired when the menu button on this controller is modified
  43026. */
  43027. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43028. /**
  43029. * Fired when the grip button on this controller is modified
  43030. */
  43031. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43032. /**
  43033. * Fired when the thumbstick button on this controller is modified
  43034. */
  43035. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43036. /**
  43037. * Fired when the touchpad button on this controller is modified
  43038. */
  43039. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43040. /**
  43041. * Fired when the touchpad values on this controller are modified
  43042. */
  43043. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43044. private _updateTrackpad;
  43045. /**
  43046. * Called once per frame by the engine.
  43047. */
  43048. update(): void;
  43049. /**
  43050. * Called once for each button that changed state since the last frame
  43051. * @param buttonIdx Which button index changed
  43052. * @param state New state of the button
  43053. * @param changes Which properties on the state changed since last frame
  43054. */
  43055. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43056. /**
  43057. * Moves the buttons on the controller mesh based on their current state
  43058. * @param buttonName the name of the button to move
  43059. * @param buttonValue the value of the button which determines the buttons new position
  43060. */
  43061. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43062. /**
  43063. * Moves the axis on the controller mesh based on its current state
  43064. * @param axis the index of the axis
  43065. * @param axisValue the value of the axis which determines the meshes new position
  43066. * @hidden
  43067. */
  43068. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43069. /**
  43070. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43071. * @param scene scene in which to add meshes
  43072. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43073. */
  43074. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43075. /**
  43076. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43077. * can be transformed by button presses and axes values, based on this._mapping.
  43078. *
  43079. * @param scene scene in which the meshes exist
  43080. * @param meshes list of meshes that make up the controller model to process
  43081. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43082. */
  43083. private processModel;
  43084. private createMeshInfo;
  43085. /**
  43086. * Gets the ray of the controller in the direction the controller is pointing
  43087. * @param length the length the resulting ray should be
  43088. * @returns a ray in the direction the controller is pointing
  43089. */
  43090. getForwardRay(length?: number): Ray;
  43091. /**
  43092. * Disposes of the controller
  43093. */
  43094. dispose(): void;
  43095. }
  43096. }
  43097. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43098. import { Observable } from "babylonjs/Misc/observable";
  43099. import { Scene } from "babylonjs/scene";
  43100. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43101. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43102. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43103. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43104. /**
  43105. * Oculus Touch Controller
  43106. */
  43107. export class OculusTouchController extends WebVRController {
  43108. /**
  43109. * Base Url for the controller model.
  43110. */
  43111. static MODEL_BASE_URL: string;
  43112. /**
  43113. * File name for the left controller model.
  43114. */
  43115. static MODEL_LEFT_FILENAME: string;
  43116. /**
  43117. * File name for the right controller model.
  43118. */
  43119. static MODEL_RIGHT_FILENAME: string;
  43120. /**
  43121. * Base Url for the Quest controller model.
  43122. */
  43123. static QUEST_MODEL_BASE_URL: string;
  43124. /**
  43125. * @hidden
  43126. * If the controllers are running on a device that needs the updated Quest controller models
  43127. */
  43128. static _IsQuest: boolean;
  43129. /**
  43130. * Fired when the secondary trigger on this controller is modified
  43131. */
  43132. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43133. /**
  43134. * Fired when the thumb rest on this controller is modified
  43135. */
  43136. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43137. /**
  43138. * Creates a new OculusTouchController from a gamepad
  43139. * @param vrGamepad the gamepad that the controller should be created from
  43140. */
  43141. constructor(vrGamepad: any);
  43142. /**
  43143. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43144. * @param scene scene in which to add meshes
  43145. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43146. */
  43147. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43148. /**
  43149. * Fired when the A button on this controller is modified
  43150. */
  43151. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43152. /**
  43153. * Fired when the B button on this controller is modified
  43154. */
  43155. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43156. /**
  43157. * Fired when the X button on this controller is modified
  43158. */
  43159. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43160. /**
  43161. * Fired when the Y button on this controller is modified
  43162. */
  43163. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43164. /**
  43165. * Called once for each button that changed state since the last frame
  43166. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43167. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43168. * 2) secondary trigger (same)
  43169. * 3) A (right) X (left), touch, pressed = value
  43170. * 4) B / Y
  43171. * 5) thumb rest
  43172. * @param buttonIdx Which button index changed
  43173. * @param state New state of the button
  43174. * @param changes Which properties on the state changed since last frame
  43175. */
  43176. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43177. }
  43178. }
  43179. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43180. import { Scene } from "babylonjs/scene";
  43181. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43182. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43183. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43184. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43185. import { Observable } from "babylonjs/Misc/observable";
  43186. /**
  43187. * Vive Controller
  43188. */
  43189. export class ViveController extends WebVRController {
  43190. /**
  43191. * Base Url for the controller model.
  43192. */
  43193. static MODEL_BASE_URL: string;
  43194. /**
  43195. * File name for the controller model.
  43196. */
  43197. static MODEL_FILENAME: string;
  43198. /**
  43199. * Creates a new ViveController from a gamepad
  43200. * @param vrGamepad the gamepad that the controller should be created from
  43201. */
  43202. constructor(vrGamepad: any);
  43203. /**
  43204. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43205. * @param scene scene in which to add meshes
  43206. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43207. */
  43208. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43209. /**
  43210. * Fired when the left button on this controller is modified
  43211. */
  43212. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43213. /**
  43214. * Fired when the right button on this controller is modified
  43215. */
  43216. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43217. /**
  43218. * Fired when the menu button on this controller is modified
  43219. */
  43220. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43221. /**
  43222. * Called once for each button that changed state since the last frame
  43223. * Vive mapping:
  43224. * 0: touchpad
  43225. * 1: trigger
  43226. * 2: left AND right buttons
  43227. * 3: menu button
  43228. * @param buttonIdx Which button index changed
  43229. * @param state New state of the button
  43230. * @param changes Which properties on the state changed since last frame
  43231. */
  43232. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43233. }
  43234. }
  43235. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43236. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43237. /**
  43238. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43239. */
  43240. export class WebXRControllerModelLoader {
  43241. /**
  43242. * Creates the WebXRControllerModelLoader
  43243. * @param input xr input that creates the controllers
  43244. */
  43245. constructor(input: WebXRInput);
  43246. }
  43247. }
  43248. declare module "babylonjs/Cameras/XR/index" {
  43249. export * from "babylonjs/Cameras/XR/webXRCamera";
  43250. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43251. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43252. export * from "babylonjs/Cameras/XR/webXRInput";
  43253. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43254. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43255. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43256. export * from "babylonjs/Cameras/XR/webXRController";
  43257. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43258. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43259. }
  43260. declare module "babylonjs/Cameras/RigModes/index" {
  43261. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43262. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43263. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43264. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43265. }
  43266. declare module "babylonjs/Cameras/index" {
  43267. export * from "babylonjs/Cameras/Inputs/index";
  43268. export * from "babylonjs/Cameras/cameraInputsManager";
  43269. export * from "babylonjs/Cameras/camera";
  43270. export * from "babylonjs/Cameras/targetCamera";
  43271. export * from "babylonjs/Cameras/freeCamera";
  43272. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43273. export * from "babylonjs/Cameras/touchCamera";
  43274. export * from "babylonjs/Cameras/arcRotateCamera";
  43275. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43276. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43277. export * from "babylonjs/Cameras/flyCamera";
  43278. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43279. export * from "babylonjs/Cameras/followCamera";
  43280. export * from "babylonjs/Cameras/gamepadCamera";
  43281. export * from "babylonjs/Cameras/Stereoscopic/index";
  43282. export * from "babylonjs/Cameras/universalCamera";
  43283. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43284. export * from "babylonjs/Cameras/VR/index";
  43285. export * from "babylonjs/Cameras/XR/index";
  43286. export * from "babylonjs/Cameras/RigModes/index";
  43287. }
  43288. declare module "babylonjs/Collisions/index" {
  43289. export * from "babylonjs/Collisions/collider";
  43290. export * from "babylonjs/Collisions/collisionCoordinator";
  43291. export * from "babylonjs/Collisions/pickingInfo";
  43292. export * from "babylonjs/Collisions/intersectionInfo";
  43293. export * from "babylonjs/Collisions/meshCollisionData";
  43294. }
  43295. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43296. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43297. import { Vector3 } from "babylonjs/Maths/math.vector";
  43298. import { Ray } from "babylonjs/Culling/ray";
  43299. import { Plane } from "babylonjs/Maths/math.plane";
  43300. /**
  43301. * Contains an array of blocks representing the octree
  43302. */
  43303. export interface IOctreeContainer<T> {
  43304. /**
  43305. * Blocks within the octree
  43306. */
  43307. blocks: Array<OctreeBlock<T>>;
  43308. }
  43309. /**
  43310. * Class used to store a cell in an octree
  43311. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43312. */
  43313. export class OctreeBlock<T> {
  43314. /**
  43315. * Gets the content of the current block
  43316. */
  43317. entries: T[];
  43318. /**
  43319. * Gets the list of block children
  43320. */
  43321. blocks: Array<OctreeBlock<T>>;
  43322. private _depth;
  43323. private _maxDepth;
  43324. private _capacity;
  43325. private _minPoint;
  43326. private _maxPoint;
  43327. private _boundingVectors;
  43328. private _creationFunc;
  43329. /**
  43330. * Creates a new block
  43331. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43332. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43333. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43334. * @param depth defines the current depth of this block in the octree
  43335. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43336. * @param creationFunc defines a callback to call when an element is added to the block
  43337. */
  43338. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43339. /**
  43340. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43341. */
  43342. readonly capacity: number;
  43343. /**
  43344. * Gets the minimum vector (in world space) of the block's bounding box
  43345. */
  43346. readonly minPoint: Vector3;
  43347. /**
  43348. * Gets the maximum vector (in world space) of the block's bounding box
  43349. */
  43350. readonly maxPoint: Vector3;
  43351. /**
  43352. * Add a new element to this block
  43353. * @param entry defines the element to add
  43354. */
  43355. addEntry(entry: T): void;
  43356. /**
  43357. * Remove an element from this block
  43358. * @param entry defines the element to remove
  43359. */
  43360. removeEntry(entry: T): void;
  43361. /**
  43362. * Add an array of elements to this block
  43363. * @param entries defines the array of elements to add
  43364. */
  43365. addEntries(entries: T[]): void;
  43366. /**
  43367. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43368. * @param frustumPlanes defines the frustum planes to test
  43369. * @param selection defines the array to store current content if selection is positive
  43370. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43371. */
  43372. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43373. /**
  43374. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43375. * @param sphereCenter defines the bounding sphere center
  43376. * @param sphereRadius defines the bounding sphere radius
  43377. * @param selection defines the array to store current content if selection is positive
  43378. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43379. */
  43380. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43381. /**
  43382. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43383. * @param ray defines the ray to test with
  43384. * @param selection defines the array to store current content if selection is positive
  43385. */
  43386. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43387. /**
  43388. * Subdivide the content into child blocks (this block will then be empty)
  43389. */
  43390. createInnerBlocks(): void;
  43391. /**
  43392. * @hidden
  43393. */
  43394. 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;
  43395. }
  43396. }
  43397. declare module "babylonjs/Culling/Octrees/octree" {
  43398. import { SmartArray } from "babylonjs/Misc/smartArray";
  43399. import { Vector3 } from "babylonjs/Maths/math.vector";
  43400. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43402. import { Ray } from "babylonjs/Culling/ray";
  43403. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43404. import { Plane } from "babylonjs/Maths/math.plane";
  43405. /**
  43406. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43407. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43408. */
  43409. export class Octree<T> {
  43410. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43411. maxDepth: number;
  43412. /**
  43413. * Blocks within the octree containing objects
  43414. */
  43415. blocks: Array<OctreeBlock<T>>;
  43416. /**
  43417. * Content stored in the octree
  43418. */
  43419. dynamicContent: T[];
  43420. private _maxBlockCapacity;
  43421. private _selectionContent;
  43422. private _creationFunc;
  43423. /**
  43424. * Creates a octree
  43425. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43426. * @param creationFunc function to be used to instatiate the octree
  43427. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43428. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43429. */
  43430. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43431. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43432. maxDepth?: number);
  43433. /**
  43434. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43435. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43436. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43437. * @param entries meshes to be added to the octree blocks
  43438. */
  43439. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43440. /**
  43441. * Adds a mesh to the octree
  43442. * @param entry Mesh to add to the octree
  43443. */
  43444. addMesh(entry: T): void;
  43445. /**
  43446. * Remove an element from the octree
  43447. * @param entry defines the element to remove
  43448. */
  43449. removeMesh(entry: T): void;
  43450. /**
  43451. * Selects an array of meshes within the frustum
  43452. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43453. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43454. * @returns array of meshes within the frustum
  43455. */
  43456. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43457. /**
  43458. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43459. * @param sphereCenter defines the bounding sphere center
  43460. * @param sphereRadius defines the bounding sphere radius
  43461. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43462. * @returns an array of objects that intersect the sphere
  43463. */
  43464. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43465. /**
  43466. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43467. * @param ray defines the ray to test with
  43468. * @returns array of intersected objects
  43469. */
  43470. intersectsRay(ray: Ray): SmartArray<T>;
  43471. /**
  43472. * Adds a mesh into the octree block if it intersects the block
  43473. */
  43474. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43475. /**
  43476. * Adds a submesh into the octree block if it intersects the block
  43477. */
  43478. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43479. }
  43480. }
  43481. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43482. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43483. import { Scene } from "babylonjs/scene";
  43484. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43485. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43486. import { Ray } from "babylonjs/Culling/ray";
  43487. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43488. import { Collider } from "babylonjs/Collisions/collider";
  43489. module "babylonjs/scene" {
  43490. interface Scene {
  43491. /**
  43492. * @hidden
  43493. * Backing Filed
  43494. */
  43495. _selectionOctree: Octree<AbstractMesh>;
  43496. /**
  43497. * Gets the octree used to boost mesh selection (picking)
  43498. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43499. */
  43500. selectionOctree: Octree<AbstractMesh>;
  43501. /**
  43502. * Creates or updates the octree used to boost selection (picking)
  43503. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43504. * @param maxCapacity defines the maximum capacity per leaf
  43505. * @param maxDepth defines the maximum depth of the octree
  43506. * @returns an octree of AbstractMesh
  43507. */
  43508. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43509. }
  43510. }
  43511. module "babylonjs/Meshes/abstractMesh" {
  43512. interface AbstractMesh {
  43513. /**
  43514. * @hidden
  43515. * Backing Field
  43516. */
  43517. _submeshesOctree: Octree<SubMesh>;
  43518. /**
  43519. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43520. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43521. * @param maxCapacity defines the maximum size of each block (64 by default)
  43522. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43523. * @returns the new octree
  43524. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43525. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43526. */
  43527. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43528. }
  43529. }
  43530. /**
  43531. * Defines the octree scene component responsible to manage any octrees
  43532. * in a given scene.
  43533. */
  43534. export class OctreeSceneComponent {
  43535. /**
  43536. * The component name help to identify the component in the list of scene components.
  43537. */
  43538. readonly name: string;
  43539. /**
  43540. * The scene the component belongs to.
  43541. */
  43542. scene: Scene;
  43543. /**
  43544. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43545. */
  43546. readonly checksIsEnabled: boolean;
  43547. /**
  43548. * Creates a new instance of the component for the given scene
  43549. * @param scene Defines the scene to register the component in
  43550. */
  43551. constructor(scene: Scene);
  43552. /**
  43553. * Registers the component in a given scene
  43554. */
  43555. register(): void;
  43556. /**
  43557. * Return the list of active meshes
  43558. * @returns the list of active meshes
  43559. */
  43560. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43561. /**
  43562. * Return the list of active sub meshes
  43563. * @param mesh The mesh to get the candidates sub meshes from
  43564. * @returns the list of active sub meshes
  43565. */
  43566. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43567. private _tempRay;
  43568. /**
  43569. * Return the list of sub meshes intersecting with a given local ray
  43570. * @param mesh defines the mesh to find the submesh for
  43571. * @param localRay defines the ray in local space
  43572. * @returns the list of intersecting sub meshes
  43573. */
  43574. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43575. /**
  43576. * Return the list of sub meshes colliding with a collider
  43577. * @param mesh defines the mesh to find the submesh for
  43578. * @param collider defines the collider to evaluate the collision against
  43579. * @returns the list of colliding sub meshes
  43580. */
  43581. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43582. /**
  43583. * Rebuilds the elements related to this component in case of
  43584. * context lost for instance.
  43585. */
  43586. rebuild(): void;
  43587. /**
  43588. * Disposes the component and the associated ressources.
  43589. */
  43590. dispose(): void;
  43591. }
  43592. }
  43593. declare module "babylonjs/Culling/Octrees/index" {
  43594. export * from "babylonjs/Culling/Octrees/octree";
  43595. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43596. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43597. }
  43598. declare module "babylonjs/Culling/index" {
  43599. export * from "babylonjs/Culling/boundingBox";
  43600. export * from "babylonjs/Culling/boundingInfo";
  43601. export * from "babylonjs/Culling/boundingSphere";
  43602. export * from "babylonjs/Culling/Octrees/index";
  43603. export * from "babylonjs/Culling/ray";
  43604. }
  43605. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43606. import { IDisposable, Scene } from "babylonjs/scene";
  43607. import { Nullable } from "babylonjs/types";
  43608. import { Observable } from "babylonjs/Misc/observable";
  43609. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43610. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43611. import { Camera } from "babylonjs/Cameras/camera";
  43612. /**
  43613. * Renders a layer on top of an existing scene
  43614. */
  43615. export class UtilityLayerRenderer implements IDisposable {
  43616. /** the original scene that will be rendered on top of */
  43617. originalScene: Scene;
  43618. private _pointerCaptures;
  43619. private _lastPointerEvents;
  43620. private static _DefaultUtilityLayer;
  43621. private static _DefaultKeepDepthUtilityLayer;
  43622. private _sharedGizmoLight;
  43623. private _renderCamera;
  43624. /**
  43625. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43626. * @returns the camera that is used when rendering the utility layer
  43627. */
  43628. getRenderCamera(): Nullable<Camera>;
  43629. /**
  43630. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43631. * @param cam the camera that should be used when rendering the utility layer
  43632. */
  43633. setRenderCamera(cam: Nullable<Camera>): void;
  43634. /**
  43635. * @hidden
  43636. * Light which used by gizmos to get light shading
  43637. */
  43638. _getSharedGizmoLight(): HemisphericLight;
  43639. /**
  43640. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43641. */
  43642. pickUtilitySceneFirst: boolean;
  43643. /**
  43644. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  43645. */
  43646. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43647. /**
  43648. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  43649. */
  43650. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43651. /**
  43652. * The scene that is rendered on top of the original scene
  43653. */
  43654. utilityLayerScene: Scene;
  43655. /**
  43656. * If the utility layer should automatically be rendered on top of existing scene
  43657. */
  43658. shouldRender: boolean;
  43659. /**
  43660. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43661. */
  43662. onlyCheckPointerDownEvents: boolean;
  43663. /**
  43664. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43665. */
  43666. processAllEvents: boolean;
  43667. /**
  43668. * Observable raised when the pointer move from the utility layer scene to the main scene
  43669. */
  43670. onPointerOutObservable: Observable<number>;
  43671. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43672. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43673. private _afterRenderObserver;
  43674. private _sceneDisposeObserver;
  43675. private _originalPointerObserver;
  43676. /**
  43677. * Instantiates a UtilityLayerRenderer
  43678. * @param originalScene the original scene that will be rendered on top of
  43679. * @param handleEvents boolean indicating if the utility layer should handle events
  43680. */
  43681. constructor(
  43682. /** the original scene that will be rendered on top of */
  43683. originalScene: Scene, handleEvents?: boolean);
  43684. private _notifyObservers;
  43685. /**
  43686. * Renders the utility layers scene on top of the original scene
  43687. */
  43688. render(): void;
  43689. /**
  43690. * Disposes of the renderer
  43691. */
  43692. dispose(): void;
  43693. private _updateCamera;
  43694. }
  43695. }
  43696. declare module "babylonjs/Gizmos/gizmo" {
  43697. import { Nullable } from "babylonjs/types";
  43698. import { IDisposable } from "babylonjs/scene";
  43699. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43700. import { Mesh } from "babylonjs/Meshes/mesh";
  43701. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43702. /**
  43703. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43704. */
  43705. export class Gizmo implements IDisposable {
  43706. /** The utility layer the gizmo will be added to */
  43707. gizmoLayer: UtilityLayerRenderer;
  43708. /**
  43709. * The root mesh of the gizmo
  43710. */
  43711. _rootMesh: Mesh;
  43712. private _attachedMesh;
  43713. /**
  43714. * Ratio for the scale of the gizmo (Default: 1)
  43715. */
  43716. scaleRatio: number;
  43717. /**
  43718. * If a custom mesh has been set (Default: false)
  43719. */
  43720. protected _customMeshSet: boolean;
  43721. /**
  43722. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43723. * * When set, interactions will be enabled
  43724. */
  43725. attachedMesh: Nullable<AbstractMesh>;
  43726. /**
  43727. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43728. * @param mesh The mesh to replace the default mesh of the gizmo
  43729. */
  43730. setCustomMesh(mesh: Mesh): void;
  43731. /**
  43732. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43733. */
  43734. updateGizmoRotationToMatchAttachedMesh: boolean;
  43735. /**
  43736. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43737. */
  43738. updateGizmoPositionToMatchAttachedMesh: boolean;
  43739. /**
  43740. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43741. */
  43742. updateScale: boolean;
  43743. protected _interactionsEnabled: boolean;
  43744. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43745. private _beforeRenderObserver;
  43746. private _tempVector;
  43747. /**
  43748. * Creates a gizmo
  43749. * @param gizmoLayer The utility layer the gizmo will be added to
  43750. */
  43751. constructor(
  43752. /** The utility layer the gizmo will be added to */
  43753. gizmoLayer?: UtilityLayerRenderer);
  43754. /**
  43755. * Updates the gizmo to match the attached mesh's position/rotation
  43756. */
  43757. protected _update(): void;
  43758. /**
  43759. * Disposes of the gizmo
  43760. */
  43761. dispose(): void;
  43762. }
  43763. }
  43764. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43765. import { Observable } from "babylonjs/Misc/observable";
  43766. import { Nullable } from "babylonjs/types";
  43767. import { Vector3 } from "babylonjs/Maths/math.vector";
  43768. import { Color3 } from "babylonjs/Maths/math.color";
  43769. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43771. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43772. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43773. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43774. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43775. import { Scene } from "babylonjs/scene";
  43776. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43777. /**
  43778. * Single plane drag gizmo
  43779. */
  43780. export class PlaneDragGizmo extends Gizmo {
  43781. /**
  43782. * Drag behavior responsible for the gizmos dragging interactions
  43783. */
  43784. dragBehavior: PointerDragBehavior;
  43785. private _pointerObserver;
  43786. /**
  43787. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43788. */
  43789. snapDistance: number;
  43790. /**
  43791. * Event that fires each time the gizmo snaps to a new location.
  43792. * * snapDistance is the the change in distance
  43793. */
  43794. onSnapObservable: Observable<{
  43795. snapDistance: number;
  43796. }>;
  43797. private _plane;
  43798. private _coloredMaterial;
  43799. private _hoverMaterial;
  43800. private _isEnabled;
  43801. private _parent;
  43802. /** @hidden */
  43803. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43804. /** @hidden */
  43805. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43806. /**
  43807. * Creates a PlaneDragGizmo
  43808. * @param gizmoLayer The utility layer the gizmo will be added to
  43809. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43810. * @param color The color of the gizmo
  43811. */
  43812. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43813. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43814. /**
  43815. * If the gizmo is enabled
  43816. */
  43817. isEnabled: boolean;
  43818. /**
  43819. * Disposes of the gizmo
  43820. */
  43821. dispose(): void;
  43822. }
  43823. }
  43824. declare module "babylonjs/Gizmos/positionGizmo" {
  43825. import { Observable } from "babylonjs/Misc/observable";
  43826. import { Nullable } from "babylonjs/types";
  43827. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43828. import { Mesh } from "babylonjs/Meshes/mesh";
  43829. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43830. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43831. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43832. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43833. /**
  43834. * Gizmo that enables dragging a mesh along 3 axis
  43835. */
  43836. export class PositionGizmo extends Gizmo {
  43837. /**
  43838. * Internal gizmo used for interactions on the x axis
  43839. */
  43840. xGizmo: AxisDragGizmo;
  43841. /**
  43842. * Internal gizmo used for interactions on the y axis
  43843. */
  43844. yGizmo: AxisDragGizmo;
  43845. /**
  43846. * Internal gizmo used for interactions on the z axis
  43847. */
  43848. zGizmo: AxisDragGizmo;
  43849. /**
  43850. * Internal gizmo used for interactions on the yz plane
  43851. */
  43852. xPlaneGizmo: PlaneDragGizmo;
  43853. /**
  43854. * Internal gizmo used for interactions on the xz plane
  43855. */
  43856. yPlaneGizmo: PlaneDragGizmo;
  43857. /**
  43858. * Internal gizmo used for interactions on the xy plane
  43859. */
  43860. zPlaneGizmo: PlaneDragGizmo;
  43861. /**
  43862. * private variables
  43863. */
  43864. private _meshAttached;
  43865. private _updateGizmoRotationToMatchAttachedMesh;
  43866. private _snapDistance;
  43867. private _scaleRatio;
  43868. /** Fires an event when any of it's sub gizmos are dragged */
  43869. onDragStartObservable: Observable<unknown>;
  43870. /** Fires an event when any of it's sub gizmos are released from dragging */
  43871. onDragEndObservable: Observable<unknown>;
  43872. /**
  43873. * If set to true, planar drag is enabled
  43874. */
  43875. private _planarGizmoEnabled;
  43876. attachedMesh: Nullable<AbstractMesh>;
  43877. /**
  43878. * Creates a PositionGizmo
  43879. * @param gizmoLayer The utility layer the gizmo will be added to
  43880. */
  43881. constructor(gizmoLayer?: UtilityLayerRenderer);
  43882. /**
  43883. * If the planar drag gizmo is enabled
  43884. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43885. */
  43886. planarGizmoEnabled: boolean;
  43887. updateGizmoRotationToMatchAttachedMesh: boolean;
  43888. /**
  43889. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43890. */
  43891. snapDistance: number;
  43892. /**
  43893. * Ratio for the scale of the gizmo (Default: 1)
  43894. */
  43895. scaleRatio: number;
  43896. /**
  43897. * Disposes of the gizmo
  43898. */
  43899. dispose(): void;
  43900. /**
  43901. * CustomMeshes are not supported by this gizmo
  43902. * @param mesh The mesh to replace the default mesh of the gizmo
  43903. */
  43904. setCustomMesh(mesh: Mesh): void;
  43905. }
  43906. }
  43907. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43908. import { Observable } from "babylonjs/Misc/observable";
  43909. import { Nullable } from "babylonjs/types";
  43910. import { Vector3 } from "babylonjs/Maths/math.vector";
  43911. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43913. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43914. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43915. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43916. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43917. import { Scene } from "babylonjs/scene";
  43918. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43919. import { Color3 } from "babylonjs/Maths/math.color";
  43920. /**
  43921. * Single axis drag gizmo
  43922. */
  43923. export class AxisDragGizmo extends Gizmo {
  43924. /**
  43925. * Drag behavior responsible for the gizmos dragging interactions
  43926. */
  43927. dragBehavior: PointerDragBehavior;
  43928. private _pointerObserver;
  43929. /**
  43930. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43931. */
  43932. snapDistance: number;
  43933. /**
  43934. * Event that fires each time the gizmo snaps to a new location.
  43935. * * snapDistance is the the change in distance
  43936. */
  43937. onSnapObservable: Observable<{
  43938. snapDistance: number;
  43939. }>;
  43940. private _isEnabled;
  43941. private _parent;
  43942. private _arrow;
  43943. private _coloredMaterial;
  43944. private _hoverMaterial;
  43945. /** @hidden */
  43946. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  43947. /** @hidden */
  43948. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43949. /**
  43950. * Creates an AxisDragGizmo
  43951. * @param gizmoLayer The utility layer the gizmo will be added to
  43952. * @param dragAxis The axis which the gizmo will be able to drag on
  43953. * @param color The color of the gizmo
  43954. */
  43955. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43956. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43957. /**
  43958. * If the gizmo is enabled
  43959. */
  43960. isEnabled: boolean;
  43961. /**
  43962. * Disposes of the gizmo
  43963. */
  43964. dispose(): void;
  43965. }
  43966. }
  43967. declare module "babylonjs/Debug/axesViewer" {
  43968. import { Vector3 } from "babylonjs/Maths/math.vector";
  43969. import { Nullable } from "babylonjs/types";
  43970. import { Scene } from "babylonjs/scene";
  43971. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43972. /**
  43973. * The Axes viewer will show 3 axes in a specific point in space
  43974. */
  43975. export class AxesViewer {
  43976. private _xAxis;
  43977. private _yAxis;
  43978. private _zAxis;
  43979. private _scaleLinesFactor;
  43980. private _instanced;
  43981. /**
  43982. * Gets the hosting scene
  43983. */
  43984. scene: Scene;
  43985. /**
  43986. * Gets or sets a number used to scale line length
  43987. */
  43988. scaleLines: number;
  43989. /** Gets the node hierarchy used to render x-axis */
  43990. readonly xAxis: TransformNode;
  43991. /** Gets the node hierarchy used to render y-axis */
  43992. readonly yAxis: TransformNode;
  43993. /** Gets the node hierarchy used to render z-axis */
  43994. readonly zAxis: TransformNode;
  43995. /**
  43996. * Creates a new AxesViewer
  43997. * @param scene defines the hosting scene
  43998. * @param scaleLines defines a number used to scale line length (1 by default)
  43999. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44000. * @param xAxis defines the node hierarchy used to render the x-axis
  44001. * @param yAxis defines the node hierarchy used to render the y-axis
  44002. * @param zAxis defines the node hierarchy used to render the z-axis
  44003. */
  44004. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44005. /**
  44006. * Force the viewer to update
  44007. * @param position defines the position of the viewer
  44008. * @param xaxis defines the x axis of the viewer
  44009. * @param yaxis defines the y axis of the viewer
  44010. * @param zaxis defines the z axis of the viewer
  44011. */
  44012. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44013. /**
  44014. * Creates an instance of this axes viewer.
  44015. * @returns a new axes viewer with instanced meshes
  44016. */
  44017. createInstance(): AxesViewer;
  44018. /** Releases resources */
  44019. dispose(): void;
  44020. private static _SetRenderingGroupId;
  44021. }
  44022. }
  44023. declare module "babylonjs/Debug/boneAxesViewer" {
  44024. import { Nullable } from "babylonjs/types";
  44025. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44026. import { Vector3 } from "babylonjs/Maths/math.vector";
  44027. import { Mesh } from "babylonjs/Meshes/mesh";
  44028. import { Bone } from "babylonjs/Bones/bone";
  44029. import { Scene } from "babylonjs/scene";
  44030. /**
  44031. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44032. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44033. */
  44034. export class BoneAxesViewer extends AxesViewer {
  44035. /**
  44036. * Gets or sets the target mesh where to display the axes viewer
  44037. */
  44038. mesh: Nullable<Mesh>;
  44039. /**
  44040. * Gets or sets the target bone where to display the axes viewer
  44041. */
  44042. bone: Nullable<Bone>;
  44043. /** Gets current position */
  44044. pos: Vector3;
  44045. /** Gets direction of X axis */
  44046. xaxis: Vector3;
  44047. /** Gets direction of Y axis */
  44048. yaxis: Vector3;
  44049. /** Gets direction of Z axis */
  44050. zaxis: Vector3;
  44051. /**
  44052. * Creates a new BoneAxesViewer
  44053. * @param scene defines the hosting scene
  44054. * @param bone defines the target bone
  44055. * @param mesh defines the target mesh
  44056. * @param scaleLines defines a scaling factor for line length (1 by default)
  44057. */
  44058. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44059. /**
  44060. * Force the viewer to update
  44061. */
  44062. update(): void;
  44063. /** Releases resources */
  44064. dispose(): void;
  44065. }
  44066. }
  44067. declare module "babylonjs/Debug/debugLayer" {
  44068. import { Scene } from "babylonjs/scene";
  44069. /**
  44070. * Interface used to define scene explorer extensibility option
  44071. */
  44072. export interface IExplorerExtensibilityOption {
  44073. /**
  44074. * Define the option label
  44075. */
  44076. label: string;
  44077. /**
  44078. * Defines the action to execute on click
  44079. */
  44080. action: (entity: any) => void;
  44081. }
  44082. /**
  44083. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44084. */
  44085. export interface IExplorerExtensibilityGroup {
  44086. /**
  44087. * Defines a predicate to test if a given type mut be extended
  44088. */
  44089. predicate: (entity: any) => boolean;
  44090. /**
  44091. * Gets the list of options added to a type
  44092. */
  44093. entries: IExplorerExtensibilityOption[];
  44094. }
  44095. /**
  44096. * Interface used to define the options to use to create the Inspector
  44097. */
  44098. export interface IInspectorOptions {
  44099. /**
  44100. * Display in overlay mode (default: false)
  44101. */
  44102. overlay?: boolean;
  44103. /**
  44104. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44105. */
  44106. globalRoot?: HTMLElement;
  44107. /**
  44108. * Display the Scene explorer
  44109. */
  44110. showExplorer?: boolean;
  44111. /**
  44112. * Display the property inspector
  44113. */
  44114. showInspector?: boolean;
  44115. /**
  44116. * Display in embed mode (both panes on the right)
  44117. */
  44118. embedMode?: boolean;
  44119. /**
  44120. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44121. */
  44122. handleResize?: boolean;
  44123. /**
  44124. * Allow the panes to popup (default: true)
  44125. */
  44126. enablePopup?: boolean;
  44127. /**
  44128. * Allow the panes to be closed by users (default: true)
  44129. */
  44130. enableClose?: boolean;
  44131. /**
  44132. * Optional list of extensibility entries
  44133. */
  44134. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44135. /**
  44136. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44137. */
  44138. inspectorURL?: string;
  44139. }
  44140. module "babylonjs/scene" {
  44141. interface Scene {
  44142. /**
  44143. * @hidden
  44144. * Backing field
  44145. */
  44146. _debugLayer: DebugLayer;
  44147. /**
  44148. * Gets the debug layer (aka Inspector) associated with the scene
  44149. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44150. */
  44151. debugLayer: DebugLayer;
  44152. }
  44153. }
  44154. /**
  44155. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44156. * what is happening in your scene
  44157. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44158. */
  44159. export class DebugLayer {
  44160. /**
  44161. * Define the url to get the inspector script from.
  44162. * By default it uses the babylonjs CDN.
  44163. * @ignoreNaming
  44164. */
  44165. static InspectorURL: string;
  44166. private _scene;
  44167. private BJSINSPECTOR;
  44168. private _onPropertyChangedObservable?;
  44169. /**
  44170. * Observable triggered when a property is changed through the inspector.
  44171. */
  44172. readonly onPropertyChangedObservable: any;
  44173. /**
  44174. * Instantiates a new debug layer.
  44175. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44176. * what is happening in your scene
  44177. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44178. * @param scene Defines the scene to inspect
  44179. */
  44180. constructor(scene: Scene);
  44181. /** Creates the inspector window. */
  44182. private _createInspector;
  44183. /**
  44184. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44185. * @param entity defines the entity to select
  44186. * @param lineContainerTitle defines the specific block to highlight
  44187. */
  44188. select(entity: any, lineContainerTitle?: string): void;
  44189. /** Get the inspector from bundle or global */
  44190. private _getGlobalInspector;
  44191. /**
  44192. * Get if the inspector is visible or not.
  44193. * @returns true if visible otherwise, false
  44194. */
  44195. isVisible(): boolean;
  44196. /**
  44197. * Hide the inspector and close its window.
  44198. */
  44199. hide(): void;
  44200. /**
  44201. * Launch the debugLayer.
  44202. * @param config Define the configuration of the inspector
  44203. * @return a promise fulfilled when the debug layer is visible
  44204. */
  44205. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44206. }
  44207. }
  44208. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44209. import { Nullable } from "babylonjs/types";
  44210. import { Scene } from "babylonjs/scene";
  44211. import { Vector4 } from "babylonjs/Maths/math.vector";
  44212. import { Color4 } from "babylonjs/Maths/math.color";
  44213. import { Mesh } from "babylonjs/Meshes/mesh";
  44214. /**
  44215. * Class containing static functions to help procedurally build meshes
  44216. */
  44217. export class BoxBuilder {
  44218. /**
  44219. * Creates a box mesh
  44220. * * The parameter `size` sets the size (float) of each box side (default 1)
  44221. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44222. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44223. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44224. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44225. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44226. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44227. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44228. * @param name defines the name of the mesh
  44229. * @param options defines the options used to create the mesh
  44230. * @param scene defines the hosting scene
  44231. * @returns the box mesh
  44232. */
  44233. static CreateBox(name: string, options: {
  44234. size?: number;
  44235. width?: number;
  44236. height?: number;
  44237. depth?: number;
  44238. faceUV?: Vector4[];
  44239. faceColors?: Color4[];
  44240. sideOrientation?: number;
  44241. frontUVs?: Vector4;
  44242. backUVs?: Vector4;
  44243. wrap?: boolean;
  44244. topBaseAt?: number;
  44245. bottomBaseAt?: number;
  44246. updatable?: boolean;
  44247. }, scene?: Nullable<Scene>): Mesh;
  44248. }
  44249. }
  44250. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44251. import { Vector4 } from "babylonjs/Maths/math.vector";
  44252. import { Mesh } from "babylonjs/Meshes/mesh";
  44253. /**
  44254. * Class containing static functions to help procedurally build meshes
  44255. */
  44256. export class SphereBuilder {
  44257. /**
  44258. * Creates a sphere mesh
  44259. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44260. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44261. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44262. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44263. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44264. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44265. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44267. * @param name defines the name of the mesh
  44268. * @param options defines the options used to create the mesh
  44269. * @param scene defines the hosting scene
  44270. * @returns the sphere mesh
  44271. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44272. */
  44273. static CreateSphere(name: string, options: {
  44274. segments?: number;
  44275. diameter?: number;
  44276. diameterX?: number;
  44277. diameterY?: number;
  44278. diameterZ?: number;
  44279. arc?: number;
  44280. slice?: number;
  44281. sideOrientation?: number;
  44282. frontUVs?: Vector4;
  44283. backUVs?: Vector4;
  44284. updatable?: boolean;
  44285. }, scene: any): Mesh;
  44286. }
  44287. }
  44288. declare module "babylonjs/Debug/physicsViewer" {
  44289. import { Nullable } from "babylonjs/types";
  44290. import { Scene } from "babylonjs/scene";
  44291. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44292. import { Mesh } from "babylonjs/Meshes/mesh";
  44293. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44294. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44295. /**
  44296. * Used to show the physics impostor around the specific mesh
  44297. */
  44298. export class PhysicsViewer {
  44299. /** @hidden */
  44300. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44301. /** @hidden */
  44302. protected _meshes: Array<Nullable<AbstractMesh>>;
  44303. /** @hidden */
  44304. protected _scene: Nullable<Scene>;
  44305. /** @hidden */
  44306. protected _numMeshes: number;
  44307. /** @hidden */
  44308. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44309. private _renderFunction;
  44310. private _utilityLayer;
  44311. private _debugBoxMesh;
  44312. private _debugSphereMesh;
  44313. private _debugCylinderMesh;
  44314. private _debugMaterial;
  44315. private _debugMeshMeshes;
  44316. /**
  44317. * Creates a new PhysicsViewer
  44318. * @param scene defines the hosting scene
  44319. */
  44320. constructor(scene: Scene);
  44321. /** @hidden */
  44322. protected _updateDebugMeshes(): void;
  44323. /**
  44324. * Renders a specified physic impostor
  44325. * @param impostor defines the impostor to render
  44326. * @param targetMesh defines the mesh represented by the impostor
  44327. * @returns the new debug mesh used to render the impostor
  44328. */
  44329. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44330. /**
  44331. * Hides a specified physic impostor
  44332. * @param impostor defines the impostor to hide
  44333. */
  44334. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44335. private _getDebugMaterial;
  44336. private _getDebugBoxMesh;
  44337. private _getDebugSphereMesh;
  44338. private _getDebugCylinderMesh;
  44339. private _getDebugMeshMesh;
  44340. private _getDebugMesh;
  44341. /** Releases all resources */
  44342. dispose(): void;
  44343. }
  44344. }
  44345. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44346. import { Vector3 } from "babylonjs/Maths/math.vector";
  44347. import { Color4 } from "babylonjs/Maths/math.color";
  44348. import { Nullable } from "babylonjs/types";
  44349. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44350. import { Scene } from "babylonjs/scene";
  44351. /**
  44352. * Class containing static functions to help procedurally build meshes
  44353. */
  44354. export class LinesBuilder {
  44355. /**
  44356. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44357. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44358. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44359. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44360. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44361. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44362. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44363. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44364. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44365. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44366. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44367. * @param name defines the name of the new line system
  44368. * @param options defines the options used to create the line system
  44369. * @param scene defines the hosting scene
  44370. * @returns a new line system mesh
  44371. */
  44372. static CreateLineSystem(name: string, options: {
  44373. lines: Vector3[][];
  44374. updatable?: boolean;
  44375. instance?: Nullable<LinesMesh>;
  44376. colors?: Nullable<Color4[][]>;
  44377. useVertexAlpha?: boolean;
  44378. }, scene: Nullable<Scene>): LinesMesh;
  44379. /**
  44380. * Creates a line mesh
  44381. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44382. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44383. * * The parameter `points` is an array successive Vector3
  44384. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44385. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44386. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44387. * * When updating an instance, remember that only point positions can change, not the number of points
  44388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44389. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44390. * @param name defines the name of the new line system
  44391. * @param options defines the options used to create the line system
  44392. * @param scene defines the hosting scene
  44393. * @returns a new line mesh
  44394. */
  44395. static CreateLines(name: string, options: {
  44396. points: Vector3[];
  44397. updatable?: boolean;
  44398. instance?: Nullable<LinesMesh>;
  44399. colors?: Color4[];
  44400. useVertexAlpha?: boolean;
  44401. }, scene?: Nullable<Scene>): LinesMesh;
  44402. /**
  44403. * Creates a dashed line mesh
  44404. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44405. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44406. * * The parameter `points` is an array successive Vector3
  44407. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44408. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44409. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44410. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44411. * * When updating an instance, remember that only point positions can change, not the number of points
  44412. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44413. * @param name defines the name of the mesh
  44414. * @param options defines the options used to create the mesh
  44415. * @param scene defines the hosting scene
  44416. * @returns the dashed line mesh
  44417. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44418. */
  44419. static CreateDashedLines(name: string, options: {
  44420. points: Vector3[];
  44421. dashSize?: number;
  44422. gapSize?: number;
  44423. dashNb?: number;
  44424. updatable?: boolean;
  44425. instance?: LinesMesh;
  44426. }, scene?: Nullable<Scene>): LinesMesh;
  44427. }
  44428. }
  44429. declare module "babylonjs/Debug/rayHelper" {
  44430. import { Nullable } from "babylonjs/types";
  44431. import { Ray } from "babylonjs/Culling/ray";
  44432. import { Vector3 } from "babylonjs/Maths/math.vector";
  44433. import { Color3 } from "babylonjs/Maths/math.color";
  44434. import { Scene } from "babylonjs/scene";
  44435. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44436. import "babylonjs/Meshes/Builders/linesBuilder";
  44437. /**
  44438. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44439. * in order to better appreciate the issue one might have.
  44440. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44441. */
  44442. export class RayHelper {
  44443. /**
  44444. * Defines the ray we are currently tryin to visualize.
  44445. */
  44446. ray: Nullable<Ray>;
  44447. private _renderPoints;
  44448. private _renderLine;
  44449. private _renderFunction;
  44450. private _scene;
  44451. private _updateToMeshFunction;
  44452. private _attachedToMesh;
  44453. private _meshSpaceDirection;
  44454. private _meshSpaceOrigin;
  44455. /**
  44456. * Helper function to create a colored helper in a scene in one line.
  44457. * @param ray Defines the ray we are currently tryin to visualize
  44458. * @param scene Defines the scene the ray is used in
  44459. * @param color Defines the color we want to see the ray in
  44460. * @returns The newly created ray helper.
  44461. */
  44462. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44463. /**
  44464. * Instantiate a new ray helper.
  44465. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44466. * in order to better appreciate the issue one might have.
  44467. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44468. * @param ray Defines the ray we are currently tryin to visualize
  44469. */
  44470. constructor(ray: Ray);
  44471. /**
  44472. * Shows the ray we are willing to debug.
  44473. * @param scene Defines the scene the ray needs to be rendered in
  44474. * @param color Defines the color the ray needs to be rendered in
  44475. */
  44476. show(scene: Scene, color?: Color3): void;
  44477. /**
  44478. * Hides the ray we are debugging.
  44479. */
  44480. hide(): void;
  44481. private _render;
  44482. /**
  44483. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44484. * @param mesh Defines the mesh we want the helper attached to
  44485. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44486. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44487. * @param length Defines the length of the ray
  44488. */
  44489. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44490. /**
  44491. * Detach the ray helper from the mesh it has previously been attached to.
  44492. */
  44493. detachFromMesh(): void;
  44494. private _updateToMesh;
  44495. /**
  44496. * Dispose the helper and release its associated resources.
  44497. */
  44498. dispose(): void;
  44499. }
  44500. }
  44501. declare module "babylonjs/Debug/skeletonViewer" {
  44502. import { Color3 } from "babylonjs/Maths/math.color";
  44503. import { Scene } from "babylonjs/scene";
  44504. import { Nullable } from "babylonjs/types";
  44505. import { Skeleton } from "babylonjs/Bones/skeleton";
  44506. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44507. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44508. /**
  44509. * Class used to render a debug view of a given skeleton
  44510. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44511. */
  44512. export class SkeletonViewer {
  44513. /** defines the skeleton to render */
  44514. skeleton: Skeleton;
  44515. /** defines the mesh attached to the skeleton */
  44516. mesh: AbstractMesh;
  44517. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44518. autoUpdateBonesMatrices: boolean;
  44519. /** defines the rendering group id to use with the viewer */
  44520. renderingGroupId: number;
  44521. /** Gets or sets the color used to render the skeleton */
  44522. color: Color3;
  44523. private _scene;
  44524. private _debugLines;
  44525. private _debugMesh;
  44526. private _isEnabled;
  44527. private _renderFunction;
  44528. private _utilityLayer;
  44529. /**
  44530. * Returns the mesh used to render the bones
  44531. */
  44532. readonly debugMesh: Nullable<LinesMesh>;
  44533. /**
  44534. * Creates a new SkeletonViewer
  44535. * @param skeleton defines the skeleton to render
  44536. * @param mesh defines the mesh attached to the skeleton
  44537. * @param scene defines the hosting scene
  44538. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44539. * @param renderingGroupId defines the rendering group id to use with the viewer
  44540. */
  44541. constructor(
  44542. /** defines the skeleton to render */
  44543. skeleton: Skeleton,
  44544. /** defines the mesh attached to the skeleton */
  44545. mesh: AbstractMesh, scene: Scene,
  44546. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44547. autoUpdateBonesMatrices?: boolean,
  44548. /** defines the rendering group id to use with the viewer */
  44549. renderingGroupId?: number);
  44550. /** Gets or sets a boolean indicating if the viewer is enabled */
  44551. isEnabled: boolean;
  44552. private _getBonePosition;
  44553. private _getLinesForBonesWithLength;
  44554. private _getLinesForBonesNoLength;
  44555. /** Update the viewer to sync with current skeleton state */
  44556. update(): void;
  44557. /** Release associated resources */
  44558. dispose(): void;
  44559. }
  44560. }
  44561. declare module "babylonjs/Debug/index" {
  44562. export * from "babylonjs/Debug/axesViewer";
  44563. export * from "babylonjs/Debug/boneAxesViewer";
  44564. export * from "babylonjs/Debug/debugLayer";
  44565. export * from "babylonjs/Debug/physicsViewer";
  44566. export * from "babylonjs/Debug/rayHelper";
  44567. export * from "babylonjs/Debug/skeletonViewer";
  44568. }
  44569. declare module "babylonjs/Engines/nullEngine" {
  44570. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44571. import { Scene } from "babylonjs/scene";
  44572. import { Engine } from "babylonjs/Engines/engine";
  44573. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44574. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44575. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44576. import { Effect } from "babylonjs/Materials/effect";
  44577. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44578. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44579. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44580. /**
  44581. * Options to create the null engine
  44582. */
  44583. export class NullEngineOptions {
  44584. /**
  44585. * Render width (Default: 512)
  44586. */
  44587. renderWidth: number;
  44588. /**
  44589. * Render height (Default: 256)
  44590. */
  44591. renderHeight: number;
  44592. /**
  44593. * Texture size (Default: 512)
  44594. */
  44595. textureSize: number;
  44596. /**
  44597. * If delta time between frames should be constant
  44598. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44599. */
  44600. deterministicLockstep: boolean;
  44601. /**
  44602. * Maximum about of steps between frames (Default: 4)
  44603. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44604. */
  44605. lockstepMaxSteps: number;
  44606. }
  44607. /**
  44608. * The null engine class provides support for headless version of babylon.js.
  44609. * This can be used in server side scenario or for testing purposes
  44610. */
  44611. export class NullEngine extends Engine {
  44612. private _options;
  44613. /**
  44614. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44615. */
  44616. isDeterministicLockStep(): boolean;
  44617. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44618. getLockstepMaxSteps(): number;
  44619. /**
  44620. * Sets hardware scaling, used to save performance if needed
  44621. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44622. */
  44623. getHardwareScalingLevel(): number;
  44624. constructor(options?: NullEngineOptions);
  44625. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44626. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44627. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44628. getRenderWidth(useScreen?: boolean): number;
  44629. getRenderHeight(useScreen?: boolean): number;
  44630. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44631. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44632. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44633. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44634. bindSamplers(effect: Effect): void;
  44635. enableEffect(effect: Effect): void;
  44636. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44637. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44638. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44639. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44640. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44641. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44642. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44643. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44644. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44645. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44646. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44647. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44648. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44649. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44650. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44651. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44652. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44653. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44654. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44655. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44656. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44657. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44658. bindBuffers(vertexBuffers: {
  44659. [key: string]: VertexBuffer;
  44660. }, indexBuffer: DataBuffer, effect: Effect): void;
  44661. wipeCaches(bruteForce?: boolean): void;
  44662. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44663. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44664. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44665. /** @hidden */
  44666. _createTexture(): WebGLTexture;
  44667. /** @hidden */
  44668. _releaseTexture(texture: InternalTexture): void;
  44669. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  44670. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44671. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44672. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44673. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44674. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44675. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44676. areAllEffectsReady(): boolean;
  44677. /**
  44678. * @hidden
  44679. * Get the current error code of the webGL context
  44680. * @returns the error code
  44681. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44682. */
  44683. getError(): number;
  44684. /** @hidden */
  44685. _getUnpackAlignement(): number;
  44686. /** @hidden */
  44687. _unpackFlipY(value: boolean): void;
  44688. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44689. /**
  44690. * Updates a dynamic vertex buffer.
  44691. * @param vertexBuffer the vertex buffer to update
  44692. * @param data the data used to update the vertex buffer
  44693. * @param byteOffset the byte offset of the data (optional)
  44694. * @param byteLength the byte length of the data (optional)
  44695. */
  44696. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44697. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44698. /** @hidden */
  44699. _bindTexture(channel: number, texture: InternalTexture): void;
  44700. /** @hidden */
  44701. _releaseBuffer(buffer: DataBuffer): boolean;
  44702. releaseEffects(): void;
  44703. displayLoadingUI(): void;
  44704. hideLoadingUI(): void;
  44705. /** @hidden */
  44706. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44707. /** @hidden */
  44708. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44709. /** @hidden */
  44710. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44711. /** @hidden */
  44712. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44713. }
  44714. }
  44715. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44716. import { Nullable, int } from "babylonjs/types";
  44717. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44718. /** @hidden */
  44719. export class _OcclusionDataStorage {
  44720. /** @hidden */
  44721. occlusionInternalRetryCounter: number;
  44722. /** @hidden */
  44723. isOcclusionQueryInProgress: boolean;
  44724. /** @hidden */
  44725. isOccluded: boolean;
  44726. /** @hidden */
  44727. occlusionRetryCount: number;
  44728. /** @hidden */
  44729. occlusionType: number;
  44730. /** @hidden */
  44731. occlusionQueryAlgorithmType: number;
  44732. }
  44733. module "babylonjs/Engines/engine" {
  44734. interface Engine {
  44735. /**
  44736. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44737. * @return the new query
  44738. */
  44739. createQuery(): WebGLQuery;
  44740. /**
  44741. * Delete and release a webGL query
  44742. * @param query defines the query to delete
  44743. * @return the current engine
  44744. */
  44745. deleteQuery(query: WebGLQuery): Engine;
  44746. /**
  44747. * Check if a given query has resolved and got its value
  44748. * @param query defines the query to check
  44749. * @returns true if the query got its value
  44750. */
  44751. isQueryResultAvailable(query: WebGLQuery): boolean;
  44752. /**
  44753. * Gets the value of a given query
  44754. * @param query defines the query to check
  44755. * @returns the value of the query
  44756. */
  44757. getQueryResult(query: WebGLQuery): number;
  44758. /**
  44759. * Initiates an occlusion query
  44760. * @param algorithmType defines the algorithm to use
  44761. * @param query defines the query to use
  44762. * @returns the current engine
  44763. * @see http://doc.babylonjs.com/features/occlusionquery
  44764. */
  44765. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44766. /**
  44767. * Ends an occlusion query
  44768. * @see http://doc.babylonjs.com/features/occlusionquery
  44769. * @param algorithmType defines the algorithm to use
  44770. * @returns the current engine
  44771. */
  44772. endOcclusionQuery(algorithmType: number): Engine;
  44773. /**
  44774. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44775. * Please note that only one query can be issued at a time
  44776. * @returns a time token used to track the time span
  44777. */
  44778. startTimeQuery(): Nullable<_TimeToken>;
  44779. /**
  44780. * Ends a time query
  44781. * @param token defines the token used to measure the time span
  44782. * @returns the time spent (in ns)
  44783. */
  44784. endTimeQuery(token: _TimeToken): int;
  44785. /** @hidden */
  44786. _currentNonTimestampToken: Nullable<_TimeToken>;
  44787. /** @hidden */
  44788. _createTimeQuery(): WebGLQuery;
  44789. /** @hidden */
  44790. _deleteTimeQuery(query: WebGLQuery): void;
  44791. /** @hidden */
  44792. _getGlAlgorithmType(algorithmType: number): number;
  44793. /** @hidden */
  44794. _getTimeQueryResult(query: WebGLQuery): any;
  44795. /** @hidden */
  44796. _getTimeQueryAvailability(query: WebGLQuery): any;
  44797. }
  44798. }
  44799. module "babylonjs/Meshes/abstractMesh" {
  44800. interface AbstractMesh {
  44801. /**
  44802. * Backing filed
  44803. * @hidden
  44804. */
  44805. __occlusionDataStorage: _OcclusionDataStorage;
  44806. /**
  44807. * Access property
  44808. * @hidden
  44809. */
  44810. _occlusionDataStorage: _OcclusionDataStorage;
  44811. /**
  44812. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  44813. * The default value is -1 which means don't break the query and wait till the result
  44814. * @see http://doc.babylonjs.com/features/occlusionquery
  44815. */
  44816. occlusionRetryCount: number;
  44817. /**
  44818. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  44819. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44820. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44821. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  44822. * @see http://doc.babylonjs.com/features/occlusionquery
  44823. */
  44824. occlusionType: number;
  44825. /**
  44826. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44827. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44828. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  44829. * @see http://doc.babylonjs.com/features/occlusionquery
  44830. */
  44831. occlusionQueryAlgorithmType: number;
  44832. /**
  44833. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  44834. * @see http://doc.babylonjs.com/features/occlusionquery
  44835. */
  44836. isOccluded: boolean;
  44837. /**
  44838. * Flag to check the progress status of the query
  44839. * @see http://doc.babylonjs.com/features/occlusionquery
  44840. */
  44841. isOcclusionQueryInProgress: boolean;
  44842. }
  44843. }
  44844. }
  44845. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44846. import { Nullable } from "babylonjs/types";
  44847. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44848. /** @hidden */
  44849. export var _forceTransformFeedbackToBundle: boolean;
  44850. module "babylonjs/Engines/engine" {
  44851. interface Engine {
  44852. /**
  44853. * Creates a webGL transform feedback object
  44854. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44855. * @returns the webGL transform feedback object
  44856. */
  44857. createTransformFeedback(): WebGLTransformFeedback;
  44858. /**
  44859. * Delete a webGL transform feedback object
  44860. * @param value defines the webGL transform feedback object to delete
  44861. */
  44862. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44863. /**
  44864. * Bind a webGL transform feedback object to the webgl context
  44865. * @param value defines the webGL transform feedback object to bind
  44866. */
  44867. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44868. /**
  44869. * Begins a transform feedback operation
  44870. * @param usePoints defines if points or triangles must be used
  44871. */
  44872. beginTransformFeedback(usePoints: boolean): void;
  44873. /**
  44874. * Ends a transform feedback operation
  44875. */
  44876. endTransformFeedback(): void;
  44877. /**
  44878. * Specify the varyings to use with transform feedback
  44879. * @param program defines the associated webGL program
  44880. * @param value defines the list of strings representing the varying names
  44881. */
  44882. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44883. /**
  44884. * Bind a webGL buffer for a transform feedback operation
  44885. * @param value defines the webGL buffer to bind
  44886. */
  44887. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44888. }
  44889. }
  44890. }
  44891. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44892. import { Scene } from "babylonjs/scene";
  44893. import { Engine } from "babylonjs/Engines/engine";
  44894. import { Texture } from "babylonjs/Materials/Textures/texture";
  44895. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44896. import "babylonjs/Engines/Extensions/engine.multiRender";
  44897. /**
  44898. * Creation options of the multi render target texture.
  44899. */
  44900. export interface IMultiRenderTargetOptions {
  44901. /**
  44902. * Define if the texture needs to create mip maps after render.
  44903. */
  44904. generateMipMaps?: boolean;
  44905. /**
  44906. * Define the types of all the draw buffers we want to create
  44907. */
  44908. types?: number[];
  44909. /**
  44910. * Define the sampling modes of all the draw buffers we want to create
  44911. */
  44912. samplingModes?: number[];
  44913. /**
  44914. * Define if a depth buffer is required
  44915. */
  44916. generateDepthBuffer?: boolean;
  44917. /**
  44918. * Define if a stencil buffer is required
  44919. */
  44920. generateStencilBuffer?: boolean;
  44921. /**
  44922. * Define if a depth texture is required instead of a depth buffer
  44923. */
  44924. generateDepthTexture?: boolean;
  44925. /**
  44926. * Define the number of desired draw buffers
  44927. */
  44928. textureCount?: number;
  44929. /**
  44930. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44931. */
  44932. doNotChangeAspectRatio?: boolean;
  44933. /**
  44934. * Define the default type of the buffers we are creating
  44935. */
  44936. defaultType?: number;
  44937. }
  44938. /**
  44939. * A multi render target, like a render target provides the ability to render to a texture.
  44940. * Unlike the render target, it can render to several draw buffers in one draw.
  44941. * This is specially interesting in deferred rendering or for any effects requiring more than
  44942. * just one color from a single pass.
  44943. */
  44944. export class MultiRenderTarget extends RenderTargetTexture {
  44945. private _internalTextures;
  44946. private _textures;
  44947. private _multiRenderTargetOptions;
  44948. /**
  44949. * Get if draw buffers are currently supported by the used hardware and browser.
  44950. */
  44951. readonly isSupported: boolean;
  44952. /**
  44953. * Get the list of textures generated by the multi render target.
  44954. */
  44955. readonly textures: Texture[];
  44956. /**
  44957. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  44958. */
  44959. readonly depthTexture: Texture;
  44960. /**
  44961. * Set the wrapping mode on U of all the textures we are rendering to.
  44962. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44963. */
  44964. wrapU: number;
  44965. /**
  44966. * Set the wrapping mode on V of all the textures we are rendering to.
  44967. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  44968. */
  44969. wrapV: number;
  44970. /**
  44971. * Instantiate a new multi render target texture.
  44972. * A multi render target, like a render target provides the ability to render to a texture.
  44973. * Unlike the render target, it can render to several draw buffers in one draw.
  44974. * This is specially interesting in deferred rendering or for any effects requiring more than
  44975. * just one color from a single pass.
  44976. * @param name Define the name of the texture
  44977. * @param size Define the size of the buffers to render to
  44978. * @param count Define the number of target we are rendering into
  44979. * @param scene Define the scene the texture belongs to
  44980. * @param options Define the options used to create the multi render target
  44981. */
  44982. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  44983. /** @hidden */
  44984. _rebuild(): void;
  44985. private _createInternalTextures;
  44986. private _createTextures;
  44987. /**
  44988. * Define the number of samples used if MSAA is enabled.
  44989. */
  44990. samples: number;
  44991. /**
  44992. * Resize all the textures in the multi render target.
  44993. * Be carrefull as it will recreate all the data in the new texture.
  44994. * @param size Define the new size
  44995. */
  44996. resize(size: any): void;
  44997. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  44998. /**
  44999. * Dispose the render targets and their associated resources
  45000. */
  45001. dispose(): void;
  45002. /**
  45003. * Release all the underlying texture used as draw buffers.
  45004. */
  45005. releaseInternalTextures(): void;
  45006. }
  45007. }
  45008. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45009. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45010. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45011. import { Nullable } from "babylonjs/types";
  45012. module "babylonjs/Engines/engine" {
  45013. interface Engine {
  45014. /**
  45015. * Unbind a list of render target textures from the webGL context
  45016. * This is used only when drawBuffer extension or webGL2 are active
  45017. * @param textures defines the render target textures to unbind
  45018. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45019. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45020. */
  45021. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45022. /**
  45023. * Create a multi render target texture
  45024. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45025. * @param size defines the size of the texture
  45026. * @param options defines the creation options
  45027. * @returns the cube texture as an InternalTexture
  45028. */
  45029. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45030. /**
  45031. * Update the sample count for a given multiple render target texture
  45032. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45033. * @param textures defines the textures to update
  45034. * @param samples defines the sample count to set
  45035. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45036. */
  45037. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45038. }
  45039. }
  45040. }
  45041. declare module "babylonjs/Engines/Extensions/index" {
  45042. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45043. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45044. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45045. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45046. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45047. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45048. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45049. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45050. }
  45051. declare module "babylonjs/Engines/index" {
  45052. export * from "babylonjs/Engines/constants";
  45053. export * from "babylonjs/Engines/engine";
  45054. export * from "babylonjs/Engines/engineStore";
  45055. export * from "babylonjs/Engines/nullEngine";
  45056. export * from "babylonjs/Engines/Extensions/index";
  45057. export * from "babylonjs/Engines/IPipelineContext";
  45058. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45059. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45060. }
  45061. declare module "babylonjs/Events/clipboardEvents" {
  45062. /**
  45063. * Gather the list of clipboard event types as constants.
  45064. */
  45065. export class ClipboardEventTypes {
  45066. /**
  45067. * The clipboard event is fired when a copy command is active (pressed).
  45068. */
  45069. static readonly COPY: number;
  45070. /**
  45071. * The clipboard event is fired when a cut command is active (pressed).
  45072. */
  45073. static readonly CUT: number;
  45074. /**
  45075. * The clipboard event is fired when a paste command is active (pressed).
  45076. */
  45077. static readonly PASTE: number;
  45078. }
  45079. /**
  45080. * This class is used to store clipboard related info for the onClipboardObservable event.
  45081. */
  45082. export class ClipboardInfo {
  45083. /**
  45084. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45085. */
  45086. type: number;
  45087. /**
  45088. * Defines the related dom event
  45089. */
  45090. event: ClipboardEvent;
  45091. /**
  45092. *Creates an instance of ClipboardInfo.
  45093. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45094. * @param event Defines the related dom event
  45095. */
  45096. constructor(
  45097. /**
  45098. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45099. */
  45100. type: number,
  45101. /**
  45102. * Defines the related dom event
  45103. */
  45104. event: ClipboardEvent);
  45105. /**
  45106. * Get the clipboard event's type from the keycode.
  45107. * @param keyCode Defines the keyCode for the current keyboard event.
  45108. * @return {number}
  45109. */
  45110. static GetTypeFromCharacter(keyCode: number): number;
  45111. }
  45112. }
  45113. declare module "babylonjs/Events/index" {
  45114. export * from "babylonjs/Events/keyboardEvents";
  45115. export * from "babylonjs/Events/pointerEvents";
  45116. export * from "babylonjs/Events/clipboardEvents";
  45117. }
  45118. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45119. import { Scene } from "babylonjs/scene";
  45120. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45121. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45122. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45123. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45124. /**
  45125. * Google Daydream controller
  45126. */
  45127. export class DaydreamController extends WebVRController {
  45128. /**
  45129. * Base Url for the controller model.
  45130. */
  45131. static MODEL_BASE_URL: string;
  45132. /**
  45133. * File name for the controller model.
  45134. */
  45135. static MODEL_FILENAME: string;
  45136. /**
  45137. * Gamepad Id prefix used to identify Daydream Controller.
  45138. */
  45139. static readonly GAMEPAD_ID_PREFIX: string;
  45140. /**
  45141. * Creates a new DaydreamController from a gamepad
  45142. * @param vrGamepad the gamepad that the controller should be created from
  45143. */
  45144. constructor(vrGamepad: any);
  45145. /**
  45146. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45147. * @param scene scene in which to add meshes
  45148. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45149. */
  45150. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45151. /**
  45152. * Called once for each button that changed state since the last frame
  45153. * @param buttonIdx Which button index changed
  45154. * @param state New state of the button
  45155. * @param changes Which properties on the state changed since last frame
  45156. */
  45157. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45158. }
  45159. }
  45160. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45161. import { Scene } from "babylonjs/scene";
  45162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45163. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45164. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45165. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45166. /**
  45167. * Gear VR Controller
  45168. */
  45169. export class GearVRController extends WebVRController {
  45170. /**
  45171. * Base Url for the controller model.
  45172. */
  45173. static MODEL_BASE_URL: string;
  45174. /**
  45175. * File name for the controller model.
  45176. */
  45177. static MODEL_FILENAME: string;
  45178. /**
  45179. * Gamepad Id prefix used to identify this controller.
  45180. */
  45181. static readonly GAMEPAD_ID_PREFIX: string;
  45182. private readonly _buttonIndexToObservableNameMap;
  45183. /**
  45184. * Creates a new GearVRController from a gamepad
  45185. * @param vrGamepad the gamepad that the controller should be created from
  45186. */
  45187. constructor(vrGamepad: any);
  45188. /**
  45189. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45190. * @param scene scene in which to add meshes
  45191. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45192. */
  45193. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45194. /**
  45195. * Called once for each button that changed state since the last frame
  45196. * @param buttonIdx Which button index changed
  45197. * @param state New state of the button
  45198. * @param changes Which properties on the state changed since last frame
  45199. */
  45200. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45201. }
  45202. }
  45203. declare module "babylonjs/Gamepads/Controllers/index" {
  45204. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45205. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45206. export * from "babylonjs/Gamepads/Controllers/genericController";
  45207. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45208. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45209. export * from "babylonjs/Gamepads/Controllers/viveController";
  45210. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45211. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45212. }
  45213. declare module "babylonjs/Gamepads/index" {
  45214. export * from "babylonjs/Gamepads/Controllers/index";
  45215. export * from "babylonjs/Gamepads/gamepad";
  45216. export * from "babylonjs/Gamepads/gamepadManager";
  45217. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45218. export * from "babylonjs/Gamepads/xboxGamepad";
  45219. }
  45220. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45221. import { Scene } from "babylonjs/scene";
  45222. import { Vector4 } from "babylonjs/Maths/math.vector";
  45223. import { Color4 } from "babylonjs/Maths/math.color";
  45224. import { Mesh } from "babylonjs/Meshes/mesh";
  45225. import { Nullable } from "babylonjs/types";
  45226. /**
  45227. * Class containing static functions to help procedurally build meshes
  45228. */
  45229. export class PolyhedronBuilder {
  45230. /**
  45231. * Creates a polyhedron mesh
  45232. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  45233. * * The parameter `size` (positive float, default 1) sets the polygon size
  45234. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45235. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  45236. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  45237. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  45238. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45239. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  45240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45241. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45243. * @param name defines the name of the mesh
  45244. * @param options defines the options used to create the mesh
  45245. * @param scene defines the hosting scene
  45246. * @returns the polyhedron mesh
  45247. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45248. */
  45249. static CreatePolyhedron(name: string, options: {
  45250. type?: number;
  45251. size?: number;
  45252. sizeX?: number;
  45253. sizeY?: number;
  45254. sizeZ?: number;
  45255. custom?: any;
  45256. faceUV?: Vector4[];
  45257. faceColors?: Color4[];
  45258. flat?: boolean;
  45259. updatable?: boolean;
  45260. sideOrientation?: number;
  45261. frontUVs?: Vector4;
  45262. backUVs?: Vector4;
  45263. }, scene?: Nullable<Scene>): Mesh;
  45264. }
  45265. }
  45266. declare module "babylonjs/Gizmos/scaleGizmo" {
  45267. import { Observable } from "babylonjs/Misc/observable";
  45268. import { Nullable } from "babylonjs/types";
  45269. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45270. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45271. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45272. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45273. /**
  45274. * Gizmo that enables scaling a mesh along 3 axis
  45275. */
  45276. export class ScaleGizmo extends Gizmo {
  45277. /**
  45278. * Internal gizmo used for interactions on the x axis
  45279. */
  45280. xGizmo: AxisScaleGizmo;
  45281. /**
  45282. * Internal gizmo used for interactions on the y axis
  45283. */
  45284. yGizmo: AxisScaleGizmo;
  45285. /**
  45286. * Internal gizmo used for interactions on the z axis
  45287. */
  45288. zGizmo: AxisScaleGizmo;
  45289. /**
  45290. * Internal gizmo used to scale all axis equally
  45291. */
  45292. uniformScaleGizmo: AxisScaleGizmo;
  45293. private _meshAttached;
  45294. private _updateGizmoRotationToMatchAttachedMesh;
  45295. private _snapDistance;
  45296. private _scaleRatio;
  45297. private _uniformScalingMesh;
  45298. private _octahedron;
  45299. /** Fires an event when any of it's sub gizmos are dragged */
  45300. onDragStartObservable: Observable<unknown>;
  45301. /** Fires an event when any of it's sub gizmos are released from dragging */
  45302. onDragEndObservable: Observable<unknown>;
  45303. attachedMesh: Nullable<AbstractMesh>;
  45304. /**
  45305. * Creates a ScaleGizmo
  45306. * @param gizmoLayer The utility layer the gizmo will be added to
  45307. */
  45308. constructor(gizmoLayer?: UtilityLayerRenderer);
  45309. updateGizmoRotationToMatchAttachedMesh: boolean;
  45310. /**
  45311. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45312. */
  45313. snapDistance: number;
  45314. /**
  45315. * Ratio for the scale of the gizmo (Default: 1)
  45316. */
  45317. scaleRatio: number;
  45318. /**
  45319. * Disposes of the gizmo
  45320. */
  45321. dispose(): void;
  45322. }
  45323. }
  45324. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45325. import { Observable } from "babylonjs/Misc/observable";
  45326. import { Nullable } from "babylonjs/types";
  45327. import { Vector3 } from "babylonjs/Maths/math.vector";
  45328. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45329. import { Mesh } from "babylonjs/Meshes/mesh";
  45330. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45331. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45332. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45333. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45334. import { Color3 } from "babylonjs/Maths/math.color";
  45335. /**
  45336. * Single axis scale gizmo
  45337. */
  45338. export class AxisScaleGizmo extends Gizmo {
  45339. /**
  45340. * Drag behavior responsible for the gizmos dragging interactions
  45341. */
  45342. dragBehavior: PointerDragBehavior;
  45343. private _pointerObserver;
  45344. /**
  45345. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45346. */
  45347. snapDistance: number;
  45348. /**
  45349. * Event that fires each time the gizmo snaps to a new location.
  45350. * * snapDistance is the the change in distance
  45351. */
  45352. onSnapObservable: Observable<{
  45353. snapDistance: number;
  45354. }>;
  45355. /**
  45356. * If the scaling operation should be done on all axis (default: false)
  45357. */
  45358. uniformScaling: boolean;
  45359. private _isEnabled;
  45360. private _parent;
  45361. private _arrow;
  45362. private _coloredMaterial;
  45363. private _hoverMaterial;
  45364. /**
  45365. * Creates an AxisScaleGizmo
  45366. * @param gizmoLayer The utility layer the gizmo will be added to
  45367. * @param dragAxis The axis which the gizmo will be able to scale on
  45368. * @param color The color of the gizmo
  45369. */
  45370. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45371. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45372. /**
  45373. * If the gizmo is enabled
  45374. */
  45375. isEnabled: boolean;
  45376. /**
  45377. * Disposes of the gizmo
  45378. */
  45379. dispose(): void;
  45380. /**
  45381. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45382. * @param mesh The mesh to replace the default mesh of the gizmo
  45383. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45384. */
  45385. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45386. }
  45387. }
  45388. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45389. import { Observable } from "babylonjs/Misc/observable";
  45390. import { Nullable } from "babylonjs/types";
  45391. import { Vector3 } from "babylonjs/Maths/math.vector";
  45392. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45393. import { Mesh } from "babylonjs/Meshes/mesh";
  45394. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45395. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45396. import { Color3 } from "babylonjs/Maths/math.color";
  45397. import "babylonjs/Meshes/Builders/boxBuilder";
  45398. /**
  45399. * Bounding box gizmo
  45400. */
  45401. export class BoundingBoxGizmo extends Gizmo {
  45402. private _lineBoundingBox;
  45403. private _rotateSpheresParent;
  45404. private _scaleBoxesParent;
  45405. private _boundingDimensions;
  45406. private _renderObserver;
  45407. private _pointerObserver;
  45408. private _scaleDragSpeed;
  45409. private _tmpQuaternion;
  45410. private _tmpVector;
  45411. private _tmpRotationMatrix;
  45412. /**
  45413. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  45414. */
  45415. ignoreChildren: boolean;
  45416. /**
  45417. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  45418. */
  45419. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45420. /**
  45421. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45422. */
  45423. rotationSphereSize: number;
  45424. /**
  45425. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45426. */
  45427. scaleBoxSize: number;
  45428. /**
  45429. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  45430. */
  45431. fixedDragMeshScreenSize: boolean;
  45432. /**
  45433. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45434. */
  45435. fixedDragMeshScreenSizeDistanceFactor: number;
  45436. /**
  45437. * Fired when a rotation sphere or scale box is dragged
  45438. */
  45439. onDragStartObservable: Observable<{}>;
  45440. /**
  45441. * Fired when a scale box is dragged
  45442. */
  45443. onScaleBoxDragObservable: Observable<{}>;
  45444. /**
  45445. * Fired when a scale box drag is ended
  45446. */
  45447. onScaleBoxDragEndObservable: Observable<{}>;
  45448. /**
  45449. * Fired when a rotation sphere is dragged
  45450. */
  45451. onRotationSphereDragObservable: Observable<{}>;
  45452. /**
  45453. * Fired when a rotation sphere drag is ended
  45454. */
  45455. onRotationSphereDragEndObservable: Observable<{}>;
  45456. /**
  45457. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  45458. */
  45459. scalePivot: Nullable<Vector3>;
  45460. /**
  45461. * Mesh used as a pivot to rotate the attached mesh
  45462. */
  45463. private _anchorMesh;
  45464. private _existingMeshScale;
  45465. private _dragMesh;
  45466. private pointerDragBehavior;
  45467. private coloredMaterial;
  45468. private hoverColoredMaterial;
  45469. /**
  45470. * Sets the color of the bounding box gizmo
  45471. * @param color the color to set
  45472. */
  45473. setColor(color: Color3): void;
  45474. /**
  45475. * Creates an BoundingBoxGizmo
  45476. * @param gizmoLayer The utility layer the gizmo will be added to
  45477. * @param color The color of the gizmo
  45478. */
  45479. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45480. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45481. private _selectNode;
  45482. /**
  45483. * Updates the bounding box information for the Gizmo
  45484. */
  45485. updateBoundingBox(): void;
  45486. private _updateRotationSpheres;
  45487. private _updateScaleBoxes;
  45488. /**
  45489. * Enables rotation on the specified axis and disables rotation on the others
  45490. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45491. */
  45492. setEnabledRotationAxis(axis: string): void;
  45493. /**
  45494. * Enables/disables scaling
  45495. * @param enable if scaling should be enabled
  45496. */
  45497. setEnabledScaling(enable: boolean): void;
  45498. private _updateDummy;
  45499. /**
  45500. * Enables a pointer drag behavior on the bounding box of the gizmo
  45501. */
  45502. enableDragBehavior(): void;
  45503. /**
  45504. * Disposes of the gizmo
  45505. */
  45506. dispose(): void;
  45507. /**
  45508. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  45509. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45510. * @returns the bounding box mesh with the passed in mesh as a child
  45511. */
  45512. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45513. /**
  45514. * CustomMeshes are not supported by this gizmo
  45515. * @param mesh The mesh to replace the default mesh of the gizmo
  45516. */
  45517. setCustomMesh(mesh: Mesh): void;
  45518. }
  45519. }
  45520. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45521. import { Observable } from "babylonjs/Misc/observable";
  45522. import { Nullable } from "babylonjs/types";
  45523. import { Vector3 } from "babylonjs/Maths/math.vector";
  45524. import { Color3 } from "babylonjs/Maths/math.color";
  45525. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45526. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45527. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45528. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45529. import "babylonjs/Meshes/Builders/linesBuilder";
  45530. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45531. /**
  45532. * Single plane rotation gizmo
  45533. */
  45534. export class PlaneRotationGizmo extends Gizmo {
  45535. /**
  45536. * Drag behavior responsible for the gizmos dragging interactions
  45537. */
  45538. dragBehavior: PointerDragBehavior;
  45539. private _pointerObserver;
  45540. /**
  45541. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45542. */
  45543. snapDistance: number;
  45544. /**
  45545. * Event that fires each time the gizmo snaps to a new location.
  45546. * * snapDistance is the the change in distance
  45547. */
  45548. onSnapObservable: Observable<{
  45549. snapDistance: number;
  45550. }>;
  45551. private _isEnabled;
  45552. private _parent;
  45553. /**
  45554. * Creates a PlaneRotationGizmo
  45555. * @param gizmoLayer The utility layer the gizmo will be added to
  45556. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45557. * @param color The color of the gizmo
  45558. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45559. */
  45560. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45561. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45562. /**
  45563. * If the gizmo is enabled
  45564. */
  45565. isEnabled: boolean;
  45566. /**
  45567. * Disposes of the gizmo
  45568. */
  45569. dispose(): void;
  45570. }
  45571. }
  45572. declare module "babylonjs/Gizmos/rotationGizmo" {
  45573. import { Observable } from "babylonjs/Misc/observable";
  45574. import { Nullable } from "babylonjs/types";
  45575. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45576. import { Mesh } from "babylonjs/Meshes/mesh";
  45577. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45578. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45579. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45580. /**
  45581. * Gizmo that enables rotating a mesh along 3 axis
  45582. */
  45583. export class RotationGizmo extends Gizmo {
  45584. /**
  45585. * Internal gizmo used for interactions on the x axis
  45586. */
  45587. xGizmo: PlaneRotationGizmo;
  45588. /**
  45589. * Internal gizmo used for interactions on the y axis
  45590. */
  45591. yGizmo: PlaneRotationGizmo;
  45592. /**
  45593. * Internal gizmo used for interactions on the z axis
  45594. */
  45595. zGizmo: PlaneRotationGizmo;
  45596. /** Fires an event when any of it's sub gizmos are dragged */
  45597. onDragStartObservable: Observable<unknown>;
  45598. /** Fires an event when any of it's sub gizmos are released from dragging */
  45599. onDragEndObservable: Observable<unknown>;
  45600. private _meshAttached;
  45601. attachedMesh: Nullable<AbstractMesh>;
  45602. /**
  45603. * Creates a RotationGizmo
  45604. * @param gizmoLayer The utility layer the gizmo will be added to
  45605. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45606. */
  45607. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45608. updateGizmoRotationToMatchAttachedMesh: boolean;
  45609. /**
  45610. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45611. */
  45612. snapDistance: number;
  45613. /**
  45614. * Ratio for the scale of the gizmo (Default: 1)
  45615. */
  45616. scaleRatio: number;
  45617. /**
  45618. * Disposes of the gizmo
  45619. */
  45620. dispose(): void;
  45621. /**
  45622. * CustomMeshes are not supported by this gizmo
  45623. * @param mesh The mesh to replace the default mesh of the gizmo
  45624. */
  45625. setCustomMesh(mesh: Mesh): void;
  45626. }
  45627. }
  45628. declare module "babylonjs/Gizmos/gizmoManager" {
  45629. import { Observable } from "babylonjs/Misc/observable";
  45630. import { Nullable } from "babylonjs/types";
  45631. import { Scene, IDisposable } from "babylonjs/scene";
  45632. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45633. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45634. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45635. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45636. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45637. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45638. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45639. /**
  45640. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45641. */
  45642. export class GizmoManager implements IDisposable {
  45643. private scene;
  45644. /**
  45645. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45646. */
  45647. gizmos: {
  45648. positionGizmo: Nullable<PositionGizmo>;
  45649. rotationGizmo: Nullable<RotationGizmo>;
  45650. scaleGizmo: Nullable<ScaleGizmo>;
  45651. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45652. };
  45653. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45654. clearGizmoOnEmptyPointerEvent: boolean;
  45655. /** Fires an event when the manager is attached to a mesh */
  45656. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45657. private _gizmosEnabled;
  45658. private _pointerObserver;
  45659. private _attachedMesh;
  45660. private _boundingBoxColor;
  45661. private _defaultUtilityLayer;
  45662. private _defaultKeepDepthUtilityLayer;
  45663. /**
  45664. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45665. */
  45666. boundingBoxDragBehavior: SixDofDragBehavior;
  45667. /**
  45668. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45669. */
  45670. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45671. /**
  45672. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45673. */
  45674. usePointerToAttachGizmos: boolean;
  45675. /**
  45676. * Utility layer that the bounding box gizmo belongs to
  45677. */
  45678. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45679. /**
  45680. * Utility layer that all gizmos besides bounding box belong to
  45681. */
  45682. readonly utilityLayer: UtilityLayerRenderer;
  45683. /**
  45684. * Instatiates a gizmo manager
  45685. * @param scene the scene to overlay the gizmos on top of
  45686. */
  45687. constructor(scene: Scene);
  45688. /**
  45689. * Attaches a set of gizmos to the specified mesh
  45690. * @param mesh The mesh the gizmo's should be attached to
  45691. */
  45692. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45693. /**
  45694. * If the position gizmo is enabled
  45695. */
  45696. positionGizmoEnabled: boolean;
  45697. /**
  45698. * If the rotation gizmo is enabled
  45699. */
  45700. rotationGizmoEnabled: boolean;
  45701. /**
  45702. * If the scale gizmo is enabled
  45703. */
  45704. scaleGizmoEnabled: boolean;
  45705. /**
  45706. * If the boundingBox gizmo is enabled
  45707. */
  45708. boundingBoxGizmoEnabled: boolean;
  45709. /**
  45710. * Disposes of the gizmo manager
  45711. */
  45712. dispose(): void;
  45713. }
  45714. }
  45715. declare module "babylonjs/Lights/directionalLight" {
  45716. import { Camera } from "babylonjs/Cameras/camera";
  45717. import { Scene } from "babylonjs/scene";
  45718. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45719. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45720. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45721. import { Effect } from "babylonjs/Materials/effect";
  45722. /**
  45723. * A directional light is defined by a direction (what a surprise!).
  45724. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45725. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  45726. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45727. */
  45728. export class DirectionalLight extends ShadowLight {
  45729. private _shadowFrustumSize;
  45730. /**
  45731. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45732. */
  45733. /**
  45734. * Specifies a fix frustum size for the shadow generation.
  45735. */
  45736. shadowFrustumSize: number;
  45737. private _shadowOrthoScale;
  45738. /**
  45739. * Gets the shadow projection scale against the optimal computed one.
  45740. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45741. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45742. */
  45743. /**
  45744. * Sets the shadow projection scale against the optimal computed one.
  45745. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45746. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45747. */
  45748. shadowOrthoScale: number;
  45749. /**
  45750. * Automatically compute the projection matrix to best fit (including all the casters)
  45751. * on each frame.
  45752. */
  45753. autoUpdateExtends: boolean;
  45754. private _orthoLeft;
  45755. private _orthoRight;
  45756. private _orthoTop;
  45757. private _orthoBottom;
  45758. /**
  45759. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45760. * The directional light is emitted from everywhere in the given direction.
  45761. * It can cast shadows.
  45762. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45763. * @param name The friendly name of the light
  45764. * @param direction The direction of the light
  45765. * @param scene The scene the light belongs to
  45766. */
  45767. constructor(name: string, direction: Vector3, scene: Scene);
  45768. /**
  45769. * Returns the string "DirectionalLight".
  45770. * @return The class name
  45771. */
  45772. getClassName(): string;
  45773. /**
  45774. * Returns the integer 1.
  45775. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45776. */
  45777. getTypeID(): number;
  45778. /**
  45779. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45780. * Returns the DirectionalLight Shadow projection matrix.
  45781. */
  45782. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45783. /**
  45784. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45785. * Returns the DirectionalLight Shadow projection matrix.
  45786. */
  45787. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45788. /**
  45789. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45790. * Returns the DirectionalLight Shadow projection matrix.
  45791. */
  45792. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45793. protected _buildUniformLayout(): void;
  45794. /**
  45795. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45796. * @param effect The effect to update
  45797. * @param lightIndex The index of the light in the effect to update
  45798. * @returns The directional light
  45799. */
  45800. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45801. /**
  45802. * Gets the minZ used for shadow according to both the scene and the light.
  45803. *
  45804. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45805. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45806. * @param activeCamera The camera we are returning the min for
  45807. * @returns the depth min z
  45808. */
  45809. getDepthMinZ(activeCamera: Camera): number;
  45810. /**
  45811. * Gets the maxZ used for shadow according to both the scene and the light.
  45812. *
  45813. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45814. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45815. * @param activeCamera The camera we are returning the max for
  45816. * @returns the depth max z
  45817. */
  45818. getDepthMaxZ(activeCamera: Camera): number;
  45819. /**
  45820. * Prepares the list of defines specific to the light type.
  45821. * @param defines the list of defines
  45822. * @param lightIndex defines the index of the light for the effect
  45823. */
  45824. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45825. }
  45826. }
  45827. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45828. import { Mesh } from "babylonjs/Meshes/mesh";
  45829. /**
  45830. * Class containing static functions to help procedurally build meshes
  45831. */
  45832. export class HemisphereBuilder {
  45833. /**
  45834. * Creates a hemisphere mesh
  45835. * @param name defines the name of the mesh
  45836. * @param options defines the options used to create the mesh
  45837. * @param scene defines the hosting scene
  45838. * @returns the hemisphere mesh
  45839. */
  45840. static CreateHemisphere(name: string, options: {
  45841. segments?: number;
  45842. diameter?: number;
  45843. sideOrientation?: number;
  45844. }, scene: any): Mesh;
  45845. }
  45846. }
  45847. declare module "babylonjs/Lights/spotLight" {
  45848. import { Nullable } from "babylonjs/types";
  45849. import { Scene } from "babylonjs/scene";
  45850. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45852. import { Effect } from "babylonjs/Materials/effect";
  45853. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45854. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45855. /**
  45856. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45857. * These values define a cone of light starting from the position, emitting toward the direction.
  45858. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45859. * and the exponent defines the speed of the decay of the light with distance (reach).
  45860. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45861. */
  45862. export class SpotLight extends ShadowLight {
  45863. private _angle;
  45864. private _innerAngle;
  45865. private _cosHalfAngle;
  45866. private _lightAngleScale;
  45867. private _lightAngleOffset;
  45868. /**
  45869. * Gets the cone angle of the spot light in Radians.
  45870. */
  45871. /**
  45872. * Sets the cone angle of the spot light in Radians.
  45873. */
  45874. angle: number;
  45875. /**
  45876. * Only used in gltf falloff mode, this defines the angle where
  45877. * the directional falloff will start before cutting at angle which could be seen
  45878. * as outer angle.
  45879. */
  45880. /**
  45881. * Only used in gltf falloff mode, this defines the angle where
  45882. * the directional falloff will start before cutting at angle which could be seen
  45883. * as outer angle.
  45884. */
  45885. innerAngle: number;
  45886. private _shadowAngleScale;
  45887. /**
  45888. * Allows scaling the angle of the light for shadow generation only.
  45889. */
  45890. /**
  45891. * Allows scaling the angle of the light for shadow generation only.
  45892. */
  45893. shadowAngleScale: number;
  45894. /**
  45895. * The light decay speed with the distance from the emission spot.
  45896. */
  45897. exponent: number;
  45898. private _projectionTextureMatrix;
  45899. /**
  45900. * Allows reading the projecton texture
  45901. */
  45902. readonly projectionTextureMatrix: Matrix;
  45903. protected _projectionTextureLightNear: number;
  45904. /**
  45905. * Gets the near clip of the Spotlight for texture projection.
  45906. */
  45907. /**
  45908. * Sets the near clip of the Spotlight for texture projection.
  45909. */
  45910. projectionTextureLightNear: number;
  45911. protected _projectionTextureLightFar: number;
  45912. /**
  45913. * Gets the far clip of the Spotlight for texture projection.
  45914. */
  45915. /**
  45916. * Sets the far clip of the Spotlight for texture projection.
  45917. */
  45918. projectionTextureLightFar: number;
  45919. protected _projectionTextureUpDirection: Vector3;
  45920. /**
  45921. * Gets the Up vector of the Spotlight for texture projection.
  45922. */
  45923. /**
  45924. * Sets the Up vector of the Spotlight for texture projection.
  45925. */
  45926. projectionTextureUpDirection: Vector3;
  45927. private _projectionTexture;
  45928. /**
  45929. * Gets the projection texture of the light.
  45930. */
  45931. /**
  45932. * Sets the projection texture of the light.
  45933. */
  45934. projectionTexture: Nullable<BaseTexture>;
  45935. private _projectionTextureViewLightDirty;
  45936. private _projectionTextureProjectionLightDirty;
  45937. private _projectionTextureDirty;
  45938. private _projectionTextureViewTargetVector;
  45939. private _projectionTextureViewLightMatrix;
  45940. private _projectionTextureProjectionLightMatrix;
  45941. private _projectionTextureScalingMatrix;
  45942. /**
  45943. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  45944. * It can cast shadows.
  45945. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45946. * @param name The light friendly name
  45947. * @param position The position of the spot light in the scene
  45948. * @param direction The direction of the light in the scene
  45949. * @param angle The cone angle of the light in Radians
  45950. * @param exponent The light decay speed with the distance from the emission spot
  45951. * @param scene The scene the lights belongs to
  45952. */
  45953. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  45954. /**
  45955. * Returns the string "SpotLight".
  45956. * @returns the class name
  45957. */
  45958. getClassName(): string;
  45959. /**
  45960. * Returns the integer 2.
  45961. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45962. */
  45963. getTypeID(): number;
  45964. /**
  45965. * Overrides the direction setter to recompute the projection texture view light Matrix.
  45966. */
  45967. protected _setDirection(value: Vector3): void;
  45968. /**
  45969. * Overrides the position setter to recompute the projection texture view light Matrix.
  45970. */
  45971. protected _setPosition(value: Vector3): void;
  45972. /**
  45973. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  45974. * Returns the SpotLight.
  45975. */
  45976. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45977. protected _computeProjectionTextureViewLightMatrix(): void;
  45978. protected _computeProjectionTextureProjectionLightMatrix(): void;
  45979. /**
  45980. * Main function for light texture projection matrix computing.
  45981. */
  45982. protected _computeProjectionTextureMatrix(): void;
  45983. protected _buildUniformLayout(): void;
  45984. private _computeAngleValues;
  45985. /**
  45986. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  45987. * @param effect The effect to update
  45988. * @param lightIndex The index of the light in the effect to update
  45989. * @returns The spot light
  45990. */
  45991. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  45992. /**
  45993. * Disposes the light and the associated resources.
  45994. */
  45995. dispose(): void;
  45996. /**
  45997. * Prepares the list of defines specific to the light type.
  45998. * @param defines the list of defines
  45999. * @param lightIndex defines the index of the light for the effect
  46000. */
  46001. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46002. }
  46003. }
  46004. declare module "babylonjs/Gizmos/lightGizmo" {
  46005. import { Nullable } from "babylonjs/types";
  46006. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46007. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46008. import { Light } from "babylonjs/Lights/light";
  46009. /**
  46010. * Gizmo that enables viewing a light
  46011. */
  46012. export class LightGizmo extends Gizmo {
  46013. private _lightMesh;
  46014. private _material;
  46015. private cachedPosition;
  46016. private cachedForward;
  46017. /**
  46018. * Creates a LightGizmo
  46019. * @param gizmoLayer The utility layer the gizmo will be added to
  46020. */
  46021. constructor(gizmoLayer?: UtilityLayerRenderer);
  46022. private _light;
  46023. /**
  46024. * The light that the gizmo is attached to
  46025. */
  46026. light: Nullable<Light>;
  46027. /**
  46028. * @hidden
  46029. * Updates the gizmo to match the attached mesh's position/rotation
  46030. */
  46031. protected _update(): void;
  46032. private static _Scale;
  46033. /**
  46034. * Creates the lines for a light mesh
  46035. */
  46036. private static _createLightLines;
  46037. /**
  46038. * Disposes of the light gizmo
  46039. */
  46040. dispose(): void;
  46041. private static _CreateHemisphericLightMesh;
  46042. private static _CreatePointLightMesh;
  46043. private static _CreateSpotLightMesh;
  46044. private static _CreateDirectionalLightMesh;
  46045. }
  46046. }
  46047. declare module "babylonjs/Gizmos/index" {
  46048. export * from "babylonjs/Gizmos/axisDragGizmo";
  46049. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46050. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46051. export * from "babylonjs/Gizmos/gizmo";
  46052. export * from "babylonjs/Gizmos/gizmoManager";
  46053. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46054. export * from "babylonjs/Gizmos/positionGizmo";
  46055. export * from "babylonjs/Gizmos/rotationGizmo";
  46056. export * from "babylonjs/Gizmos/scaleGizmo";
  46057. export * from "babylonjs/Gizmos/lightGizmo";
  46058. export * from "babylonjs/Gizmos/planeDragGizmo";
  46059. }
  46060. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46061. /** @hidden */
  46062. export var backgroundFragmentDeclaration: {
  46063. name: string;
  46064. shader: string;
  46065. };
  46066. }
  46067. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46068. /** @hidden */
  46069. export var backgroundUboDeclaration: {
  46070. name: string;
  46071. shader: string;
  46072. };
  46073. }
  46074. declare module "babylonjs/Shaders/background.fragment" {
  46075. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46076. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46077. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46078. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46079. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46080. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46081. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46082. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46083. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46084. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46085. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46086. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46087. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46088. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46089. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46090. /** @hidden */
  46091. export var backgroundPixelShader: {
  46092. name: string;
  46093. shader: string;
  46094. };
  46095. }
  46096. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46097. /** @hidden */
  46098. export var backgroundVertexDeclaration: {
  46099. name: string;
  46100. shader: string;
  46101. };
  46102. }
  46103. declare module "babylonjs/Shaders/background.vertex" {
  46104. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46105. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46106. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46107. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46108. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46109. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46110. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46111. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46112. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46113. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46114. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46115. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46116. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46117. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46118. /** @hidden */
  46119. export var backgroundVertexShader: {
  46120. name: string;
  46121. shader: string;
  46122. };
  46123. }
  46124. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46125. import { Nullable, int, float } from "babylonjs/types";
  46126. import { Scene } from "babylonjs/scene";
  46127. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46128. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46130. import { Mesh } from "babylonjs/Meshes/mesh";
  46131. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46132. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46133. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46135. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46136. import { Color3 } from "babylonjs/Maths/math.color";
  46137. import "babylonjs/Shaders/background.fragment";
  46138. import "babylonjs/Shaders/background.vertex";
  46139. /**
  46140. * Background material used to create an efficient environement around your scene.
  46141. */
  46142. export class BackgroundMaterial extends PushMaterial {
  46143. /**
  46144. * Standard reflectance value at parallel view angle.
  46145. */
  46146. static StandardReflectance0: number;
  46147. /**
  46148. * Standard reflectance value at grazing angle.
  46149. */
  46150. static StandardReflectance90: number;
  46151. protected _primaryColor: Color3;
  46152. /**
  46153. * Key light Color (multiply against the environement texture)
  46154. */
  46155. primaryColor: Color3;
  46156. protected __perceptualColor: Nullable<Color3>;
  46157. /**
  46158. * Experimental Internal Use Only.
  46159. *
  46160. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46161. * This acts as a helper to set the primary color to a more "human friendly" value.
  46162. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46163. * output color as close as possible from the chosen value.
  46164. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46165. * part of lighting setup.)
  46166. */
  46167. _perceptualColor: Nullable<Color3>;
  46168. protected _primaryColorShadowLevel: float;
  46169. /**
  46170. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46171. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46172. */
  46173. primaryColorShadowLevel: float;
  46174. protected _primaryColorHighlightLevel: float;
  46175. /**
  46176. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46177. * The primary color is used at the level chosen to define what the white area would look.
  46178. */
  46179. primaryColorHighlightLevel: float;
  46180. protected _reflectionTexture: Nullable<BaseTexture>;
  46181. /**
  46182. * Reflection Texture used in the material.
  46183. * Should be author in a specific way for the best result (refer to the documentation).
  46184. */
  46185. reflectionTexture: Nullable<BaseTexture>;
  46186. protected _reflectionBlur: float;
  46187. /**
  46188. * Reflection Texture level of blur.
  46189. *
  46190. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46191. * texture twice.
  46192. */
  46193. reflectionBlur: float;
  46194. protected _diffuseTexture: Nullable<BaseTexture>;
  46195. /**
  46196. * Diffuse Texture used in the material.
  46197. * Should be author in a specific way for the best result (refer to the documentation).
  46198. */
  46199. diffuseTexture: Nullable<BaseTexture>;
  46200. protected _shadowLights: Nullable<IShadowLight[]>;
  46201. /**
  46202. * Specify the list of lights casting shadow on the material.
  46203. * All scene shadow lights will be included if null.
  46204. */
  46205. shadowLights: Nullable<IShadowLight[]>;
  46206. protected _shadowLevel: float;
  46207. /**
  46208. * Helps adjusting the shadow to a softer level if required.
  46209. * 0 means black shadows and 1 means no shadows.
  46210. */
  46211. shadowLevel: float;
  46212. protected _sceneCenter: Vector3;
  46213. /**
  46214. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46215. * It is usually zero but might be interesting to modify according to your setup.
  46216. */
  46217. sceneCenter: Vector3;
  46218. protected _opacityFresnel: boolean;
  46219. /**
  46220. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46221. * This helps ensuring a nice transition when the camera goes under the ground.
  46222. */
  46223. opacityFresnel: boolean;
  46224. protected _reflectionFresnel: boolean;
  46225. /**
  46226. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46227. * This helps adding a mirror texture on the ground.
  46228. */
  46229. reflectionFresnel: boolean;
  46230. protected _reflectionFalloffDistance: number;
  46231. /**
  46232. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46233. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46234. */
  46235. reflectionFalloffDistance: number;
  46236. protected _reflectionAmount: number;
  46237. /**
  46238. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46239. */
  46240. reflectionAmount: number;
  46241. protected _reflectionReflectance0: number;
  46242. /**
  46243. * This specifies the weight of the reflection at grazing angle.
  46244. */
  46245. reflectionReflectance0: number;
  46246. protected _reflectionReflectance90: number;
  46247. /**
  46248. * This specifies the weight of the reflection at a perpendicular point of view.
  46249. */
  46250. reflectionReflectance90: number;
  46251. /**
  46252. * Sets the reflection reflectance fresnel values according to the default standard
  46253. * empirically know to work well :-)
  46254. */
  46255. reflectionStandardFresnelWeight: number;
  46256. protected _useRGBColor: boolean;
  46257. /**
  46258. * Helps to directly use the maps channels instead of their level.
  46259. */
  46260. useRGBColor: boolean;
  46261. protected _enableNoise: boolean;
  46262. /**
  46263. * This helps reducing the banding effect that could occur on the background.
  46264. */
  46265. enableNoise: boolean;
  46266. /**
  46267. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46268. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46269. * Recommended to be keep at 1.0 except for special cases.
  46270. */
  46271. fovMultiplier: number;
  46272. private _fovMultiplier;
  46273. /**
  46274. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46275. */
  46276. useEquirectangularFOV: boolean;
  46277. private _maxSimultaneousLights;
  46278. /**
  46279. * Number of Simultaneous lights allowed on the material.
  46280. */
  46281. maxSimultaneousLights: int;
  46282. /**
  46283. * Default configuration related to image processing available in the Background Material.
  46284. */
  46285. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46286. /**
  46287. * Keep track of the image processing observer to allow dispose and replace.
  46288. */
  46289. private _imageProcessingObserver;
  46290. /**
  46291. * Attaches a new image processing configuration to the PBR Material.
  46292. * @param configuration (if null the scene configuration will be use)
  46293. */
  46294. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46295. /**
  46296. * Gets the image processing configuration used either in this material.
  46297. */
  46298. /**
  46299. * Sets the Default image processing configuration used either in the this material.
  46300. *
  46301. * If sets to null, the scene one is in use.
  46302. */
  46303. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46304. /**
  46305. * Gets wether the color curves effect is enabled.
  46306. */
  46307. /**
  46308. * Sets wether the color curves effect is enabled.
  46309. */
  46310. cameraColorCurvesEnabled: boolean;
  46311. /**
  46312. * Gets wether the color grading effect is enabled.
  46313. */
  46314. /**
  46315. * Gets wether the color grading effect is enabled.
  46316. */
  46317. cameraColorGradingEnabled: boolean;
  46318. /**
  46319. * Gets wether tonemapping is enabled or not.
  46320. */
  46321. /**
  46322. * Sets wether tonemapping is enabled or not
  46323. */
  46324. cameraToneMappingEnabled: boolean;
  46325. /**
  46326. * The camera exposure used on this material.
  46327. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46328. * This corresponds to a photographic exposure.
  46329. */
  46330. /**
  46331. * The camera exposure used on this material.
  46332. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46333. * This corresponds to a photographic exposure.
  46334. */
  46335. cameraExposure: float;
  46336. /**
  46337. * Gets The camera contrast used on this material.
  46338. */
  46339. /**
  46340. * Sets The camera contrast used on this material.
  46341. */
  46342. cameraContrast: float;
  46343. /**
  46344. * Gets the Color Grading 2D Lookup Texture.
  46345. */
  46346. /**
  46347. * Sets the Color Grading 2D Lookup Texture.
  46348. */
  46349. cameraColorGradingTexture: Nullable<BaseTexture>;
  46350. /**
  46351. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46352. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46353. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46354. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46355. */
  46356. /**
  46357. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46358. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46359. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46360. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46361. */
  46362. cameraColorCurves: Nullable<ColorCurves>;
  46363. /**
  46364. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46365. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46366. */
  46367. switchToBGR: boolean;
  46368. private _renderTargets;
  46369. private _reflectionControls;
  46370. private _white;
  46371. private _primaryShadowColor;
  46372. private _primaryHighlightColor;
  46373. /**
  46374. * Instantiates a Background Material in the given scene
  46375. * @param name The friendly name of the material
  46376. * @param scene The scene to add the material to
  46377. */
  46378. constructor(name: string, scene: Scene);
  46379. /**
  46380. * Gets a boolean indicating that current material needs to register RTT
  46381. */
  46382. readonly hasRenderTargetTextures: boolean;
  46383. /**
  46384. * The entire material has been created in order to prevent overdraw.
  46385. * @returns false
  46386. */
  46387. needAlphaTesting(): boolean;
  46388. /**
  46389. * The entire material has been created in order to prevent overdraw.
  46390. * @returns true if blending is enable
  46391. */
  46392. needAlphaBlending(): boolean;
  46393. /**
  46394. * Checks wether the material is ready to be rendered for a given mesh.
  46395. * @param mesh The mesh to render
  46396. * @param subMesh The submesh to check against
  46397. * @param useInstances Specify wether or not the material is used with instances
  46398. * @returns true if all the dependencies are ready (Textures, Effects...)
  46399. */
  46400. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46401. /**
  46402. * Compute the primary color according to the chosen perceptual color.
  46403. */
  46404. private _computePrimaryColorFromPerceptualColor;
  46405. /**
  46406. * Compute the highlights and shadow colors according to their chosen levels.
  46407. */
  46408. private _computePrimaryColors;
  46409. /**
  46410. * Build the uniform buffer used in the material.
  46411. */
  46412. buildUniformLayout(): void;
  46413. /**
  46414. * Unbind the material.
  46415. */
  46416. unbind(): void;
  46417. /**
  46418. * Bind only the world matrix to the material.
  46419. * @param world The world matrix to bind.
  46420. */
  46421. bindOnlyWorldMatrix(world: Matrix): void;
  46422. /**
  46423. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46424. * @param world The world matrix to bind.
  46425. * @param subMesh The submesh to bind for.
  46426. */
  46427. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46428. /**
  46429. * Dispose the material.
  46430. * @param forceDisposeEffect Force disposal of the associated effect.
  46431. * @param forceDisposeTextures Force disposal of the associated textures.
  46432. */
  46433. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46434. /**
  46435. * Clones the material.
  46436. * @param name The cloned name.
  46437. * @returns The cloned material.
  46438. */
  46439. clone(name: string): BackgroundMaterial;
  46440. /**
  46441. * Serializes the current material to its JSON representation.
  46442. * @returns The JSON representation.
  46443. */
  46444. serialize(): any;
  46445. /**
  46446. * Gets the class name of the material
  46447. * @returns "BackgroundMaterial"
  46448. */
  46449. getClassName(): string;
  46450. /**
  46451. * Parse a JSON input to create back a background material.
  46452. * @param source The JSON data to parse
  46453. * @param scene The scene to create the parsed material in
  46454. * @param rootUrl The root url of the assets the material depends upon
  46455. * @returns the instantiated BackgroundMaterial.
  46456. */
  46457. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46458. }
  46459. }
  46460. declare module "babylonjs/Helpers/environmentHelper" {
  46461. import { Observable } from "babylonjs/Misc/observable";
  46462. import { Nullable } from "babylonjs/types";
  46463. import { Scene } from "babylonjs/scene";
  46464. import { Vector3 } from "babylonjs/Maths/math.vector";
  46465. import { Color3 } from "babylonjs/Maths/math.color";
  46466. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46467. import { Mesh } from "babylonjs/Meshes/mesh";
  46468. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46469. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46470. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46471. import "babylonjs/Meshes/Builders/planeBuilder";
  46472. import "babylonjs/Meshes/Builders/boxBuilder";
  46473. /**
  46474. * Represents the different options available during the creation of
  46475. * a Environment helper.
  46476. *
  46477. * This can control the default ground, skybox and image processing setup of your scene.
  46478. */
  46479. export interface IEnvironmentHelperOptions {
  46480. /**
  46481. * Specifies wether or not to create a ground.
  46482. * True by default.
  46483. */
  46484. createGround: boolean;
  46485. /**
  46486. * Specifies the ground size.
  46487. * 15 by default.
  46488. */
  46489. groundSize: number;
  46490. /**
  46491. * The texture used on the ground for the main color.
  46492. * Comes from the BabylonJS CDN by default.
  46493. *
  46494. * Remarks: Can be either a texture or a url.
  46495. */
  46496. groundTexture: string | BaseTexture;
  46497. /**
  46498. * The color mixed in the ground texture by default.
  46499. * BabylonJS clearColor by default.
  46500. */
  46501. groundColor: Color3;
  46502. /**
  46503. * Specifies the ground opacity.
  46504. * 1 by default.
  46505. */
  46506. groundOpacity: number;
  46507. /**
  46508. * Enables the ground to receive shadows.
  46509. * True by default.
  46510. */
  46511. enableGroundShadow: boolean;
  46512. /**
  46513. * Helps preventing the shadow to be fully black on the ground.
  46514. * 0.5 by default.
  46515. */
  46516. groundShadowLevel: number;
  46517. /**
  46518. * Creates a mirror texture attach to the ground.
  46519. * false by default.
  46520. */
  46521. enableGroundMirror: boolean;
  46522. /**
  46523. * Specifies the ground mirror size ratio.
  46524. * 0.3 by default as the default kernel is 64.
  46525. */
  46526. groundMirrorSizeRatio: number;
  46527. /**
  46528. * Specifies the ground mirror blur kernel size.
  46529. * 64 by default.
  46530. */
  46531. groundMirrorBlurKernel: number;
  46532. /**
  46533. * Specifies the ground mirror visibility amount.
  46534. * 1 by default
  46535. */
  46536. groundMirrorAmount: number;
  46537. /**
  46538. * Specifies the ground mirror reflectance weight.
  46539. * This uses the standard weight of the background material to setup the fresnel effect
  46540. * of the mirror.
  46541. * 1 by default.
  46542. */
  46543. groundMirrorFresnelWeight: number;
  46544. /**
  46545. * Specifies the ground mirror Falloff distance.
  46546. * This can helps reducing the size of the reflection.
  46547. * 0 by Default.
  46548. */
  46549. groundMirrorFallOffDistance: number;
  46550. /**
  46551. * Specifies the ground mirror texture type.
  46552. * Unsigned Int by Default.
  46553. */
  46554. groundMirrorTextureType: number;
  46555. /**
  46556. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46557. * the shown objects.
  46558. */
  46559. groundYBias: number;
  46560. /**
  46561. * Specifies wether or not to create a skybox.
  46562. * True by default.
  46563. */
  46564. createSkybox: boolean;
  46565. /**
  46566. * Specifies the skybox size.
  46567. * 20 by default.
  46568. */
  46569. skyboxSize: number;
  46570. /**
  46571. * The texture used on the skybox for the main color.
  46572. * Comes from the BabylonJS CDN by default.
  46573. *
  46574. * Remarks: Can be either a texture or a url.
  46575. */
  46576. skyboxTexture: string | BaseTexture;
  46577. /**
  46578. * The color mixed in the skybox texture by default.
  46579. * BabylonJS clearColor by default.
  46580. */
  46581. skyboxColor: Color3;
  46582. /**
  46583. * The background rotation around the Y axis of the scene.
  46584. * This helps aligning the key lights of your scene with the background.
  46585. * 0 by default.
  46586. */
  46587. backgroundYRotation: number;
  46588. /**
  46589. * Compute automatically the size of the elements to best fit with the scene.
  46590. */
  46591. sizeAuto: boolean;
  46592. /**
  46593. * Default position of the rootMesh if autoSize is not true.
  46594. */
  46595. rootPosition: Vector3;
  46596. /**
  46597. * Sets up the image processing in the scene.
  46598. * true by default.
  46599. */
  46600. setupImageProcessing: boolean;
  46601. /**
  46602. * The texture used as your environment texture in the scene.
  46603. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46604. *
  46605. * Remarks: Can be either a texture or a url.
  46606. */
  46607. environmentTexture: string | BaseTexture;
  46608. /**
  46609. * The value of the exposure to apply to the scene.
  46610. * 0.6 by default if setupImageProcessing is true.
  46611. */
  46612. cameraExposure: number;
  46613. /**
  46614. * The value of the contrast to apply to the scene.
  46615. * 1.6 by default if setupImageProcessing is true.
  46616. */
  46617. cameraContrast: number;
  46618. /**
  46619. * Specifies wether or not tonemapping should be enabled in the scene.
  46620. * true by default if setupImageProcessing is true.
  46621. */
  46622. toneMappingEnabled: boolean;
  46623. }
  46624. /**
  46625. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46626. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46627. * It also helps with the default setup of your imageProcessing configuration.
  46628. */
  46629. export class EnvironmentHelper {
  46630. /**
  46631. * Default ground texture URL.
  46632. */
  46633. private static _groundTextureCDNUrl;
  46634. /**
  46635. * Default skybox texture URL.
  46636. */
  46637. private static _skyboxTextureCDNUrl;
  46638. /**
  46639. * Default environment texture URL.
  46640. */
  46641. private static _environmentTextureCDNUrl;
  46642. /**
  46643. * Creates the default options for the helper.
  46644. */
  46645. private static _getDefaultOptions;
  46646. private _rootMesh;
  46647. /**
  46648. * Gets the root mesh created by the helper.
  46649. */
  46650. readonly rootMesh: Mesh;
  46651. private _skybox;
  46652. /**
  46653. * Gets the skybox created by the helper.
  46654. */
  46655. readonly skybox: Nullable<Mesh>;
  46656. private _skyboxTexture;
  46657. /**
  46658. * Gets the skybox texture created by the helper.
  46659. */
  46660. readonly skyboxTexture: Nullable<BaseTexture>;
  46661. private _skyboxMaterial;
  46662. /**
  46663. * Gets the skybox material created by the helper.
  46664. */
  46665. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46666. private _ground;
  46667. /**
  46668. * Gets the ground mesh created by the helper.
  46669. */
  46670. readonly ground: Nullable<Mesh>;
  46671. private _groundTexture;
  46672. /**
  46673. * Gets the ground texture created by the helper.
  46674. */
  46675. readonly groundTexture: Nullable<BaseTexture>;
  46676. private _groundMirror;
  46677. /**
  46678. * Gets the ground mirror created by the helper.
  46679. */
  46680. readonly groundMirror: Nullable<MirrorTexture>;
  46681. /**
  46682. * Gets the ground mirror render list to helps pushing the meshes
  46683. * you wish in the ground reflection.
  46684. */
  46685. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46686. private _groundMaterial;
  46687. /**
  46688. * Gets the ground material created by the helper.
  46689. */
  46690. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46691. /**
  46692. * Stores the creation options.
  46693. */
  46694. private readonly _scene;
  46695. private _options;
  46696. /**
  46697. * This observable will be notified with any error during the creation of the environment,
  46698. * mainly texture creation errors.
  46699. */
  46700. onErrorObservable: Observable<{
  46701. message?: string;
  46702. exception?: any;
  46703. }>;
  46704. /**
  46705. * constructor
  46706. * @param options Defines the options we want to customize the helper
  46707. * @param scene The scene to add the material to
  46708. */
  46709. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46710. /**
  46711. * Updates the background according to the new options
  46712. * @param options
  46713. */
  46714. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46715. /**
  46716. * Sets the primary color of all the available elements.
  46717. * @param color the main color to affect to the ground and the background
  46718. */
  46719. setMainColor(color: Color3): void;
  46720. /**
  46721. * Setup the image processing according to the specified options.
  46722. */
  46723. private _setupImageProcessing;
  46724. /**
  46725. * Setup the environment texture according to the specified options.
  46726. */
  46727. private _setupEnvironmentTexture;
  46728. /**
  46729. * Setup the background according to the specified options.
  46730. */
  46731. private _setupBackground;
  46732. /**
  46733. * Get the scene sizes according to the setup.
  46734. */
  46735. private _getSceneSize;
  46736. /**
  46737. * Setup the ground according to the specified options.
  46738. */
  46739. private _setupGround;
  46740. /**
  46741. * Setup the ground material according to the specified options.
  46742. */
  46743. private _setupGroundMaterial;
  46744. /**
  46745. * Setup the ground diffuse texture according to the specified options.
  46746. */
  46747. private _setupGroundDiffuseTexture;
  46748. /**
  46749. * Setup the ground mirror texture according to the specified options.
  46750. */
  46751. private _setupGroundMirrorTexture;
  46752. /**
  46753. * Setup the ground to receive the mirror texture.
  46754. */
  46755. private _setupMirrorInGroundMaterial;
  46756. /**
  46757. * Setup the skybox according to the specified options.
  46758. */
  46759. private _setupSkybox;
  46760. /**
  46761. * Setup the skybox material according to the specified options.
  46762. */
  46763. private _setupSkyboxMaterial;
  46764. /**
  46765. * Setup the skybox reflection texture according to the specified options.
  46766. */
  46767. private _setupSkyboxReflectionTexture;
  46768. private _errorHandler;
  46769. /**
  46770. * Dispose all the elements created by the Helper.
  46771. */
  46772. dispose(): void;
  46773. }
  46774. }
  46775. declare module "babylonjs/Helpers/photoDome" {
  46776. import { Observable } from "babylonjs/Misc/observable";
  46777. import { Nullable } from "babylonjs/types";
  46778. import { Scene } from "babylonjs/scene";
  46779. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46780. import { Mesh } from "babylonjs/Meshes/mesh";
  46781. import { Texture } from "babylonjs/Materials/Textures/texture";
  46782. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46783. import "babylonjs/Meshes/Builders/sphereBuilder";
  46784. /**
  46785. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46786. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46787. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46788. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46789. */
  46790. export class PhotoDome extends TransformNode {
  46791. /**
  46792. * Define the image as a Monoscopic panoramic 360 image.
  46793. */
  46794. static readonly MODE_MONOSCOPIC: number;
  46795. /**
  46796. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46797. */
  46798. static readonly MODE_TOPBOTTOM: number;
  46799. /**
  46800. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46801. */
  46802. static readonly MODE_SIDEBYSIDE: number;
  46803. private _useDirectMapping;
  46804. /**
  46805. * The texture being displayed on the sphere
  46806. */
  46807. protected _photoTexture: Texture;
  46808. /**
  46809. * Gets or sets the texture being displayed on the sphere
  46810. */
  46811. photoTexture: Texture;
  46812. /**
  46813. * Observable raised when an error occured while loading the 360 image
  46814. */
  46815. onLoadErrorObservable: Observable<string>;
  46816. /**
  46817. * The skybox material
  46818. */
  46819. protected _material: BackgroundMaterial;
  46820. /**
  46821. * The surface used for the skybox
  46822. */
  46823. protected _mesh: Mesh;
  46824. /**
  46825. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46826. * Also see the options.resolution property.
  46827. */
  46828. fovMultiplier: number;
  46829. private _imageMode;
  46830. /**
  46831. * Gets or set the current video mode for the video. It can be:
  46832. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46833. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46834. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46835. */
  46836. imageMode: number;
  46837. /**
  46838. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46839. * @param name Element's name, child elements will append suffixes for their own names.
  46840. * @param urlsOfPhoto defines the url of the photo to display
  46841. * @param options defines an object containing optional or exposed sub element properties
  46842. * @param onError defines a callback called when an error occured while loading the texture
  46843. */
  46844. constructor(name: string, urlOfPhoto: string, options: {
  46845. resolution?: number;
  46846. size?: number;
  46847. useDirectMapping?: boolean;
  46848. faceForward?: boolean;
  46849. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46850. private _onBeforeCameraRenderObserver;
  46851. private _changeImageMode;
  46852. /**
  46853. * Releases resources associated with this node.
  46854. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46855. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46856. */
  46857. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46858. }
  46859. }
  46860. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46861. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46862. /** @hidden */
  46863. export var rgbdDecodePixelShader: {
  46864. name: string;
  46865. shader: string;
  46866. };
  46867. }
  46868. declare module "babylonjs/Misc/brdfTextureTools" {
  46869. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46870. import { Scene } from "babylonjs/scene";
  46871. import "babylonjs/Shaders/rgbdDecode.fragment";
  46872. /**
  46873. * Class used to host texture specific utilities
  46874. */
  46875. export class BRDFTextureTools {
  46876. /**
  46877. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46878. * @param texture the texture to expand.
  46879. */
  46880. private static _ExpandDefaultBRDFTexture;
  46881. /**
  46882. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46883. * @param scene defines the hosting scene
  46884. * @returns the environment BRDF texture
  46885. */
  46886. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46887. private static _environmentBRDFBase64Texture;
  46888. }
  46889. }
  46890. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46891. import { Nullable } from "babylonjs/types";
  46892. import { Color3 } from "babylonjs/Maths/math.color";
  46893. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46894. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46895. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46896. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46897. import { Engine } from "babylonjs/Engines/engine";
  46898. import { Scene } from "babylonjs/scene";
  46899. /**
  46900. * @hidden
  46901. */
  46902. export interface IMaterialClearCoatDefines {
  46903. CLEARCOAT: boolean;
  46904. CLEARCOAT_DEFAULTIOR: boolean;
  46905. CLEARCOAT_TEXTURE: boolean;
  46906. CLEARCOAT_TEXTUREDIRECTUV: number;
  46907. CLEARCOAT_BUMP: boolean;
  46908. CLEARCOAT_BUMPDIRECTUV: number;
  46909. CLEARCOAT_TINT: boolean;
  46910. CLEARCOAT_TINT_TEXTURE: boolean;
  46911. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46912. /** @hidden */
  46913. _areTexturesDirty: boolean;
  46914. }
  46915. /**
  46916. * Define the code related to the clear coat parameters of the pbr material.
  46917. */
  46918. export class PBRClearCoatConfiguration {
  46919. /**
  46920. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46921. * The default fits with a polyurethane material.
  46922. */
  46923. private static readonly _DefaultIndexOfRefraction;
  46924. private _isEnabled;
  46925. /**
  46926. * Defines if the clear coat is enabled in the material.
  46927. */
  46928. isEnabled: boolean;
  46929. /**
  46930. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46931. */
  46932. intensity: number;
  46933. /**
  46934. * Defines the clear coat layer roughness.
  46935. */
  46936. roughness: number;
  46937. private _indexOfRefraction;
  46938. /**
  46939. * Defines the index of refraction of the clear coat.
  46940. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46941. * The default fits with a polyurethane material.
  46942. * Changing the default value is more performance intensive.
  46943. */
  46944. indexOfRefraction: number;
  46945. private _texture;
  46946. /**
  46947. * Stores the clear coat values in a texture.
  46948. */
  46949. texture: Nullable<BaseTexture>;
  46950. private _bumpTexture;
  46951. /**
  46952. * Define the clear coat specific bump texture.
  46953. */
  46954. bumpTexture: Nullable<BaseTexture>;
  46955. private _isTintEnabled;
  46956. /**
  46957. * Defines if the clear coat tint is enabled in the material.
  46958. */
  46959. isTintEnabled: boolean;
  46960. /**
  46961. * Defines the clear coat tint of the material.
  46962. * This is only use if tint is enabled
  46963. */
  46964. tintColor: Color3;
  46965. /**
  46966. * Defines the distance at which the tint color should be found in the
  46967. * clear coat media.
  46968. * This is only use if tint is enabled
  46969. */
  46970. tintColorAtDistance: number;
  46971. /**
  46972. * Defines the clear coat layer thickness.
  46973. * This is only use if tint is enabled
  46974. */
  46975. tintThickness: number;
  46976. private _tintTexture;
  46977. /**
  46978. * Stores the clear tint values in a texture.
  46979. * rgb is tint
  46980. * a is a thickness factor
  46981. */
  46982. tintTexture: Nullable<BaseTexture>;
  46983. /** @hidden */
  46984. private _internalMarkAllSubMeshesAsTexturesDirty;
  46985. /** @hidden */
  46986. _markAllSubMeshesAsTexturesDirty(): void;
  46987. /**
  46988. * Instantiate a new istance of clear coat configuration.
  46989. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  46990. */
  46991. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  46992. /**
  46993. * Gets wehter the submesh is ready to be used or not.
  46994. * @param defines the list of "defines" to update.
  46995. * @param scene defines the scene the material belongs to.
  46996. * @param engine defines the engine the material belongs to.
  46997. * @param disableBumpMap defines wether the material disables bump or not.
  46998. * @returns - boolean indicating that the submesh is ready or not.
  46999. */
  47000. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47001. /**
  47002. * Checks to see if a texture is used in the material.
  47003. * @param defines the list of "defines" to update.
  47004. * @param scene defines the scene to the material belongs to.
  47005. */
  47006. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47007. /**
  47008. * Binds the material data.
  47009. * @param uniformBuffer defines the Uniform buffer to fill in.
  47010. * @param scene defines the scene the material belongs to.
  47011. * @param engine defines the engine the material belongs to.
  47012. * @param disableBumpMap defines wether the material disables bump or not.
  47013. * @param isFrozen defines wether the material is frozen or not.
  47014. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47015. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47016. */
  47017. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47018. /**
  47019. * Checks to see if a texture is used in the material.
  47020. * @param texture - Base texture to use.
  47021. * @returns - Boolean specifying if a texture is used in the material.
  47022. */
  47023. hasTexture(texture: BaseTexture): boolean;
  47024. /**
  47025. * Returns an array of the actively used textures.
  47026. * @param activeTextures Array of BaseTextures
  47027. */
  47028. getActiveTextures(activeTextures: BaseTexture[]): void;
  47029. /**
  47030. * Returns the animatable textures.
  47031. * @param animatables Array of animatable textures.
  47032. */
  47033. getAnimatables(animatables: IAnimatable[]): void;
  47034. /**
  47035. * Disposes the resources of the material.
  47036. * @param forceDisposeTextures - Forces the disposal of all textures.
  47037. */
  47038. dispose(forceDisposeTextures?: boolean): void;
  47039. /**
  47040. * Get the current class name of the texture useful for serialization or dynamic coding.
  47041. * @returns "PBRClearCoatConfiguration"
  47042. */
  47043. getClassName(): string;
  47044. /**
  47045. * Add fallbacks to the effect fallbacks list.
  47046. * @param defines defines the Base texture to use.
  47047. * @param fallbacks defines the current fallback list.
  47048. * @param currentRank defines the current fallback rank.
  47049. * @returns the new fallback rank.
  47050. */
  47051. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47052. /**
  47053. * Add the required uniforms to the current list.
  47054. * @param uniforms defines the current uniform list.
  47055. */
  47056. static AddUniforms(uniforms: string[]): void;
  47057. /**
  47058. * Add the required samplers to the current list.
  47059. * @param samplers defines the current sampler list.
  47060. */
  47061. static AddSamplers(samplers: string[]): void;
  47062. /**
  47063. * Add the required uniforms to the current buffer.
  47064. * @param uniformBuffer defines the current uniform buffer.
  47065. */
  47066. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47067. /**
  47068. * Makes a duplicate of the current configuration into another one.
  47069. * @param clearCoatConfiguration define the config where to copy the info
  47070. */
  47071. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47072. /**
  47073. * Serializes this clear coat configuration.
  47074. * @returns - An object with the serialized config.
  47075. */
  47076. serialize(): any;
  47077. /**
  47078. * Parses a anisotropy Configuration from a serialized object.
  47079. * @param source - Serialized object.
  47080. * @param scene Defines the scene we are parsing for
  47081. * @param rootUrl Defines the rootUrl to load from
  47082. */
  47083. parse(source: any, scene: Scene, rootUrl: string): void;
  47084. }
  47085. }
  47086. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47087. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47088. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47090. import { Vector2 } from "babylonjs/Maths/math.vector";
  47091. import { Scene } from "babylonjs/scene";
  47092. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47093. import { Nullable } from "babylonjs/types";
  47094. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47095. /**
  47096. * @hidden
  47097. */
  47098. export interface IMaterialAnisotropicDefines {
  47099. ANISOTROPIC: boolean;
  47100. ANISOTROPIC_TEXTURE: boolean;
  47101. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47102. MAINUV1: boolean;
  47103. _areTexturesDirty: boolean;
  47104. _needUVs: boolean;
  47105. }
  47106. /**
  47107. * Define the code related to the anisotropic parameters of the pbr material.
  47108. */
  47109. export class PBRAnisotropicConfiguration {
  47110. private _isEnabled;
  47111. /**
  47112. * Defines if the anisotropy is enabled in the material.
  47113. */
  47114. isEnabled: boolean;
  47115. /**
  47116. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47117. */
  47118. intensity: number;
  47119. /**
  47120. * Defines if the effect is along the tangents, bitangents or in between.
  47121. * By default, the effect is "strectching" the highlights along the tangents.
  47122. */
  47123. direction: Vector2;
  47124. private _texture;
  47125. /**
  47126. * Stores the anisotropy values in a texture.
  47127. * rg is direction (like normal from -1 to 1)
  47128. * b is a intensity
  47129. */
  47130. texture: Nullable<BaseTexture>;
  47131. /** @hidden */
  47132. private _internalMarkAllSubMeshesAsTexturesDirty;
  47133. /** @hidden */
  47134. _markAllSubMeshesAsTexturesDirty(): void;
  47135. /**
  47136. * Instantiate a new istance of anisotropy configuration.
  47137. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47138. */
  47139. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47140. /**
  47141. * Specifies that the submesh is ready to be used.
  47142. * @param defines the list of "defines" to update.
  47143. * @param scene defines the scene the material belongs to.
  47144. * @returns - boolean indicating that the submesh is ready or not.
  47145. */
  47146. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47147. /**
  47148. * Checks to see if a texture is used in the material.
  47149. * @param defines the list of "defines" to update.
  47150. * @param mesh the mesh we are preparing the defines for.
  47151. * @param scene defines the scene the material belongs to.
  47152. */
  47153. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47154. /**
  47155. * Binds the material data.
  47156. * @param uniformBuffer defines the Uniform buffer to fill in.
  47157. * @param scene defines the scene the material belongs to.
  47158. * @param isFrozen defines wether the material is frozen or not.
  47159. */
  47160. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47161. /**
  47162. * Checks to see if a texture is used in the material.
  47163. * @param texture - Base texture to use.
  47164. * @returns - Boolean specifying if a texture is used in the material.
  47165. */
  47166. hasTexture(texture: BaseTexture): boolean;
  47167. /**
  47168. * Returns an array of the actively used textures.
  47169. * @param activeTextures Array of BaseTextures
  47170. */
  47171. getActiveTextures(activeTextures: BaseTexture[]): void;
  47172. /**
  47173. * Returns the animatable textures.
  47174. * @param animatables Array of animatable textures.
  47175. */
  47176. getAnimatables(animatables: IAnimatable[]): void;
  47177. /**
  47178. * Disposes the resources of the material.
  47179. * @param forceDisposeTextures - Forces the disposal of all textures.
  47180. */
  47181. dispose(forceDisposeTextures?: boolean): void;
  47182. /**
  47183. * Get the current class name of the texture useful for serialization or dynamic coding.
  47184. * @returns "PBRAnisotropicConfiguration"
  47185. */
  47186. getClassName(): string;
  47187. /**
  47188. * Add fallbacks to the effect fallbacks list.
  47189. * @param defines defines the Base texture to use.
  47190. * @param fallbacks defines the current fallback list.
  47191. * @param currentRank defines the current fallback rank.
  47192. * @returns the new fallback rank.
  47193. */
  47194. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47195. /**
  47196. * Add the required uniforms to the current list.
  47197. * @param uniforms defines the current uniform list.
  47198. */
  47199. static AddUniforms(uniforms: string[]): void;
  47200. /**
  47201. * Add the required uniforms to the current buffer.
  47202. * @param uniformBuffer defines the current uniform buffer.
  47203. */
  47204. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47205. /**
  47206. * Add the required samplers to the current list.
  47207. * @param samplers defines the current sampler list.
  47208. */
  47209. static AddSamplers(samplers: string[]): void;
  47210. /**
  47211. * Makes a duplicate of the current configuration into another one.
  47212. * @param anisotropicConfiguration define the config where to copy the info
  47213. */
  47214. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47215. /**
  47216. * Serializes this anisotropy configuration.
  47217. * @returns - An object with the serialized config.
  47218. */
  47219. serialize(): any;
  47220. /**
  47221. * Parses a anisotropy Configuration from a serialized object.
  47222. * @param source - Serialized object.
  47223. * @param scene Defines the scene we are parsing for
  47224. * @param rootUrl Defines the rootUrl to load from
  47225. */
  47226. parse(source: any, scene: Scene, rootUrl: string): void;
  47227. }
  47228. }
  47229. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47230. import { Scene } from "babylonjs/scene";
  47231. /**
  47232. * @hidden
  47233. */
  47234. export interface IMaterialBRDFDefines {
  47235. BRDF_V_HEIGHT_CORRELATED: boolean;
  47236. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47237. SPHERICAL_HARMONICS: boolean;
  47238. /** @hidden */
  47239. _areMiscDirty: boolean;
  47240. }
  47241. /**
  47242. * Define the code related to the BRDF parameters of the pbr material.
  47243. */
  47244. export class PBRBRDFConfiguration {
  47245. /**
  47246. * Default value used for the energy conservation.
  47247. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47248. */
  47249. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47250. /**
  47251. * Default value used for the Smith Visibility Height Correlated mode.
  47252. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47253. */
  47254. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47255. /**
  47256. * Default value used for the IBL diffuse part.
  47257. * This can help switching back to the polynomials mode globally which is a tiny bit
  47258. * less GPU intensive at the drawback of a lower quality.
  47259. */
  47260. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47261. private _useEnergyConservation;
  47262. /**
  47263. * Defines if the material uses energy conservation.
  47264. */
  47265. useEnergyConservation: boolean;
  47266. private _useSmithVisibilityHeightCorrelated;
  47267. /**
  47268. * LEGACY Mode set to false
  47269. * Defines if the material uses height smith correlated visibility term.
  47270. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47271. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47272. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47273. * Not relying on height correlated will also disable energy conservation.
  47274. */
  47275. useSmithVisibilityHeightCorrelated: boolean;
  47276. private _useSphericalHarmonics;
  47277. /**
  47278. * LEGACY Mode set to false
  47279. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47280. * diffuse part of the IBL.
  47281. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47282. * to the ground truth.
  47283. */
  47284. useSphericalHarmonics: boolean;
  47285. /** @hidden */
  47286. private _internalMarkAllSubMeshesAsMiscDirty;
  47287. /** @hidden */
  47288. _markAllSubMeshesAsMiscDirty(): void;
  47289. /**
  47290. * Instantiate a new istance of clear coat configuration.
  47291. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47292. */
  47293. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47294. /**
  47295. * Checks to see if a texture is used in the material.
  47296. * @param defines the list of "defines" to update.
  47297. */
  47298. prepareDefines(defines: IMaterialBRDFDefines): void;
  47299. /**
  47300. * Get the current class name of the texture useful for serialization or dynamic coding.
  47301. * @returns "PBRClearCoatConfiguration"
  47302. */
  47303. getClassName(): string;
  47304. /**
  47305. * Makes a duplicate of the current configuration into another one.
  47306. * @param brdfConfiguration define the config where to copy the info
  47307. */
  47308. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47309. /**
  47310. * Serializes this BRDF configuration.
  47311. * @returns - An object with the serialized config.
  47312. */
  47313. serialize(): any;
  47314. /**
  47315. * Parses a anisotropy Configuration from a serialized object.
  47316. * @param source - Serialized object.
  47317. * @param scene Defines the scene we are parsing for
  47318. * @param rootUrl Defines the rootUrl to load from
  47319. */
  47320. parse(source: any, scene: Scene, rootUrl: string): void;
  47321. }
  47322. }
  47323. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47324. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47325. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47326. import { Color3 } from "babylonjs/Maths/math.color";
  47327. import { Scene } from "babylonjs/scene";
  47328. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47329. import { Nullable } from "babylonjs/types";
  47330. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47331. /**
  47332. * @hidden
  47333. */
  47334. export interface IMaterialSheenDefines {
  47335. SHEEN: boolean;
  47336. SHEEN_TEXTURE: boolean;
  47337. SHEEN_TEXTUREDIRECTUV: number;
  47338. SHEEN_LINKWITHALBEDO: boolean;
  47339. /** @hidden */
  47340. _areTexturesDirty: boolean;
  47341. }
  47342. /**
  47343. * Define the code related to the Sheen parameters of the pbr material.
  47344. */
  47345. export class PBRSheenConfiguration {
  47346. private _isEnabled;
  47347. /**
  47348. * Defines if the material uses sheen.
  47349. */
  47350. isEnabled: boolean;
  47351. private _linkSheenWithAlbedo;
  47352. /**
  47353. * Defines if the sheen is linked to the sheen color.
  47354. */
  47355. linkSheenWithAlbedo: boolean;
  47356. /**
  47357. * Defines the sheen intensity.
  47358. */
  47359. intensity: number;
  47360. /**
  47361. * Defines the sheen color.
  47362. */
  47363. color: Color3;
  47364. private _texture;
  47365. /**
  47366. * Stores the sheen tint values in a texture.
  47367. * rgb is tint
  47368. * a is a intensity
  47369. */
  47370. texture: Nullable<BaseTexture>;
  47371. /** @hidden */
  47372. private _internalMarkAllSubMeshesAsTexturesDirty;
  47373. /** @hidden */
  47374. _markAllSubMeshesAsTexturesDirty(): void;
  47375. /**
  47376. * Instantiate a new istance of clear coat configuration.
  47377. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47378. */
  47379. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47380. /**
  47381. * Specifies that the submesh is ready to be used.
  47382. * @param defines the list of "defines" to update.
  47383. * @param scene defines the scene the material belongs to.
  47384. * @returns - boolean indicating that the submesh is ready or not.
  47385. */
  47386. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47387. /**
  47388. * Checks to see if a texture is used in the material.
  47389. * @param defines the list of "defines" to update.
  47390. * @param scene defines the scene the material belongs to.
  47391. */
  47392. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47393. /**
  47394. * Binds the material data.
  47395. * @param uniformBuffer defines the Uniform buffer to fill in.
  47396. * @param scene defines the scene the material belongs to.
  47397. * @param isFrozen defines wether the material is frozen or not.
  47398. */
  47399. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47400. /**
  47401. * Checks to see if a texture is used in the material.
  47402. * @param texture - Base texture to use.
  47403. * @returns - Boolean specifying if a texture is used in the material.
  47404. */
  47405. hasTexture(texture: BaseTexture): boolean;
  47406. /**
  47407. * Returns an array of the actively used textures.
  47408. * @param activeTextures Array of BaseTextures
  47409. */
  47410. getActiveTextures(activeTextures: BaseTexture[]): void;
  47411. /**
  47412. * Returns the animatable textures.
  47413. * @param animatables Array of animatable textures.
  47414. */
  47415. getAnimatables(animatables: IAnimatable[]): void;
  47416. /**
  47417. * Disposes the resources of the material.
  47418. * @param forceDisposeTextures - Forces the disposal of all textures.
  47419. */
  47420. dispose(forceDisposeTextures?: boolean): void;
  47421. /**
  47422. * Get the current class name of the texture useful for serialization or dynamic coding.
  47423. * @returns "PBRSheenConfiguration"
  47424. */
  47425. getClassName(): string;
  47426. /**
  47427. * Add fallbacks to the effect fallbacks list.
  47428. * @param defines defines the Base texture to use.
  47429. * @param fallbacks defines the current fallback list.
  47430. * @param currentRank defines the current fallback rank.
  47431. * @returns the new fallback rank.
  47432. */
  47433. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47434. /**
  47435. * Add the required uniforms to the current list.
  47436. * @param uniforms defines the current uniform list.
  47437. */
  47438. static AddUniforms(uniforms: string[]): void;
  47439. /**
  47440. * Add the required uniforms to the current buffer.
  47441. * @param uniformBuffer defines the current uniform buffer.
  47442. */
  47443. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47444. /**
  47445. * Add the required samplers to the current list.
  47446. * @param samplers defines the current sampler list.
  47447. */
  47448. static AddSamplers(samplers: string[]): void;
  47449. /**
  47450. * Makes a duplicate of the current configuration into another one.
  47451. * @param sheenConfiguration define the config where to copy the info
  47452. */
  47453. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47454. /**
  47455. * Serializes this BRDF configuration.
  47456. * @returns - An object with the serialized config.
  47457. */
  47458. serialize(): any;
  47459. /**
  47460. * Parses a anisotropy Configuration from a serialized object.
  47461. * @param source - Serialized object.
  47462. * @param scene Defines the scene we are parsing for
  47463. * @param rootUrl Defines the rootUrl to load from
  47464. */
  47465. parse(source: any, scene: Scene, rootUrl: string): void;
  47466. }
  47467. }
  47468. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47469. import { Nullable } from "babylonjs/types";
  47470. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47471. import { Color3 } from "babylonjs/Maths/math.color";
  47472. import { SmartArray } from "babylonjs/Misc/smartArray";
  47473. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47474. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47475. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47476. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47477. import { Engine } from "babylonjs/Engines/engine";
  47478. import { Scene } from "babylonjs/scene";
  47479. /**
  47480. * @hidden
  47481. */
  47482. export interface IMaterialSubSurfaceDefines {
  47483. SUBSURFACE: boolean;
  47484. SS_REFRACTION: boolean;
  47485. SS_TRANSLUCENCY: boolean;
  47486. SS_SCATERRING: boolean;
  47487. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47488. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47489. SS_REFRACTIONMAP_3D: boolean;
  47490. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47491. SS_LODINREFRACTIONALPHA: boolean;
  47492. SS_GAMMAREFRACTION: boolean;
  47493. SS_RGBDREFRACTION: boolean;
  47494. SS_LINEARSPECULARREFRACTION: boolean;
  47495. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47496. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47497. /** @hidden */
  47498. _areTexturesDirty: boolean;
  47499. }
  47500. /**
  47501. * Define the code related to the sub surface parameters of the pbr material.
  47502. */
  47503. export class PBRSubSurfaceConfiguration {
  47504. private _isRefractionEnabled;
  47505. /**
  47506. * Defines if the refraction is enabled in the material.
  47507. */
  47508. isRefractionEnabled: boolean;
  47509. private _isTranslucencyEnabled;
  47510. /**
  47511. * Defines if the translucency is enabled in the material.
  47512. */
  47513. isTranslucencyEnabled: boolean;
  47514. private _isScatteringEnabled;
  47515. /**
  47516. * Defines the refraction intensity of the material.
  47517. * The refraction when enabled replaces the Diffuse part of the material.
  47518. * The intensity helps transitionning between diffuse and refraction.
  47519. */
  47520. refractionIntensity: number;
  47521. /**
  47522. * Defines the translucency intensity of the material.
  47523. * When translucency has been enabled, this defines how much of the "translucency"
  47524. * is addded to the diffuse part of the material.
  47525. */
  47526. translucencyIntensity: number;
  47527. /**
  47528. * Defines the scattering intensity of the material.
  47529. * When scattering has been enabled, this defines how much of the "scattered light"
  47530. * is addded to the diffuse part of the material.
  47531. */
  47532. scatteringIntensity: number;
  47533. private _thicknessTexture;
  47534. /**
  47535. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47536. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47537. * 0 would mean minimumThickness
  47538. * 1 would mean maximumThickness
  47539. * The other channels might be use as a mask to vary the different effects intensity.
  47540. */
  47541. thicknessTexture: Nullable<BaseTexture>;
  47542. private _refractionTexture;
  47543. /**
  47544. * Defines the texture to use for refraction.
  47545. */
  47546. refractionTexture: Nullable<BaseTexture>;
  47547. private _indexOfRefraction;
  47548. /**
  47549. * Defines the index of refraction used in the material.
  47550. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47551. */
  47552. indexOfRefraction: number;
  47553. private _invertRefractionY;
  47554. /**
  47555. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47556. */
  47557. invertRefractionY: boolean;
  47558. private _linkRefractionWithTransparency;
  47559. /**
  47560. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47561. * Materials half opaque for instance using refraction could benefit from this control.
  47562. */
  47563. linkRefractionWithTransparency: boolean;
  47564. /**
  47565. * Defines the minimum thickness stored in the thickness map.
  47566. * If no thickness map is defined, this value will be used to simulate thickness.
  47567. */
  47568. minimumThickness: number;
  47569. /**
  47570. * Defines the maximum thickness stored in the thickness map.
  47571. */
  47572. maximumThickness: number;
  47573. /**
  47574. * Defines the volume tint of the material.
  47575. * This is used for both translucency and scattering.
  47576. */
  47577. tintColor: Color3;
  47578. /**
  47579. * Defines the distance at which the tint color should be found in the media.
  47580. * This is used for refraction only.
  47581. */
  47582. tintColorAtDistance: number;
  47583. /**
  47584. * Defines how far each channel transmit through the media.
  47585. * It is defined as a color to simplify it selection.
  47586. */
  47587. diffusionDistance: Color3;
  47588. private _useMaskFromThicknessTexture;
  47589. /**
  47590. * Stores the intensity of the different subsurface effects in the thickness texture.
  47591. * * the green channel is the translucency intensity.
  47592. * * the blue channel is the scattering intensity.
  47593. * * the alpha channel is the refraction intensity.
  47594. */
  47595. useMaskFromThicknessTexture: boolean;
  47596. /** @hidden */
  47597. private _internalMarkAllSubMeshesAsTexturesDirty;
  47598. /** @hidden */
  47599. _markAllSubMeshesAsTexturesDirty(): void;
  47600. /**
  47601. * Instantiate a new istance of sub surface configuration.
  47602. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47603. */
  47604. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47605. /**
  47606. * Gets wehter the submesh is ready to be used or not.
  47607. * @param defines the list of "defines" to update.
  47608. * @param scene defines the scene the material belongs to.
  47609. * @returns - boolean indicating that the submesh is ready or not.
  47610. */
  47611. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47612. /**
  47613. * Checks to see if a texture is used in the material.
  47614. * @param defines the list of "defines" to update.
  47615. * @param scene defines the scene to the material belongs to.
  47616. */
  47617. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47618. /**
  47619. * Binds the material data.
  47620. * @param uniformBuffer defines the Uniform buffer to fill in.
  47621. * @param scene defines the scene the material belongs to.
  47622. * @param engine defines the engine the material belongs to.
  47623. * @param isFrozen defines wether the material is frozen or not.
  47624. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47625. */
  47626. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47627. /**
  47628. * Unbinds the material from the mesh.
  47629. * @param activeEffect defines the effect that should be unbound from.
  47630. * @returns true if unbound, otherwise false
  47631. */
  47632. unbind(activeEffect: Effect): boolean;
  47633. /**
  47634. * Returns the texture used for refraction or null if none is used.
  47635. * @param scene defines the scene the material belongs to.
  47636. * @returns - Refraction texture if present. If no refraction texture and refraction
  47637. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47638. */
  47639. private _getRefractionTexture;
  47640. /**
  47641. * Returns true if alpha blending should be disabled.
  47642. */
  47643. readonly disableAlphaBlending: boolean;
  47644. /**
  47645. * Fills the list of render target textures.
  47646. * @param renderTargets the list of render targets to update
  47647. */
  47648. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47649. /**
  47650. * Checks to see if a texture is used in the material.
  47651. * @param texture - Base texture to use.
  47652. * @returns - Boolean specifying if a texture is used in the material.
  47653. */
  47654. hasTexture(texture: BaseTexture): boolean;
  47655. /**
  47656. * Gets a boolean indicating that current material needs to register RTT
  47657. * @returns true if this uses a render target otherwise false.
  47658. */
  47659. hasRenderTargetTextures(): boolean;
  47660. /**
  47661. * Returns an array of the actively used textures.
  47662. * @param activeTextures Array of BaseTextures
  47663. */
  47664. getActiveTextures(activeTextures: BaseTexture[]): void;
  47665. /**
  47666. * Returns the animatable textures.
  47667. * @param animatables Array of animatable textures.
  47668. */
  47669. getAnimatables(animatables: IAnimatable[]): void;
  47670. /**
  47671. * Disposes the resources of the material.
  47672. * @param forceDisposeTextures - Forces the disposal of all textures.
  47673. */
  47674. dispose(forceDisposeTextures?: boolean): void;
  47675. /**
  47676. * Get the current class name of the texture useful for serialization or dynamic coding.
  47677. * @returns "PBRSubSurfaceConfiguration"
  47678. */
  47679. getClassName(): string;
  47680. /**
  47681. * Add fallbacks to the effect fallbacks list.
  47682. * @param defines defines the Base texture to use.
  47683. * @param fallbacks defines the current fallback list.
  47684. * @param currentRank defines the current fallback rank.
  47685. * @returns the new fallback rank.
  47686. */
  47687. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47688. /**
  47689. * Add the required uniforms to the current list.
  47690. * @param uniforms defines the current uniform list.
  47691. */
  47692. static AddUniforms(uniforms: string[]): void;
  47693. /**
  47694. * Add the required samplers to the current list.
  47695. * @param samplers defines the current sampler list.
  47696. */
  47697. static AddSamplers(samplers: string[]): void;
  47698. /**
  47699. * Add the required uniforms to the current buffer.
  47700. * @param uniformBuffer defines the current uniform buffer.
  47701. */
  47702. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47703. /**
  47704. * Makes a duplicate of the current configuration into another one.
  47705. * @param configuration define the config where to copy the info
  47706. */
  47707. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47708. /**
  47709. * Serializes this Sub Surface configuration.
  47710. * @returns - An object with the serialized config.
  47711. */
  47712. serialize(): any;
  47713. /**
  47714. * Parses a anisotropy Configuration from a serialized object.
  47715. * @param source - Serialized object.
  47716. * @param scene Defines the scene we are parsing for
  47717. * @param rootUrl Defines the rootUrl to load from
  47718. */
  47719. parse(source: any, scene: Scene, rootUrl: string): void;
  47720. }
  47721. }
  47722. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47723. /** @hidden */
  47724. export var pbrFragmentDeclaration: {
  47725. name: string;
  47726. shader: string;
  47727. };
  47728. }
  47729. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47730. /** @hidden */
  47731. export var pbrUboDeclaration: {
  47732. name: string;
  47733. shader: string;
  47734. };
  47735. }
  47736. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47737. /** @hidden */
  47738. export var pbrFragmentExtraDeclaration: {
  47739. name: string;
  47740. shader: string;
  47741. };
  47742. }
  47743. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47744. /** @hidden */
  47745. export var pbrFragmentSamplersDeclaration: {
  47746. name: string;
  47747. shader: string;
  47748. };
  47749. }
  47750. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47751. /** @hidden */
  47752. export var pbrHelperFunctions: {
  47753. name: string;
  47754. shader: string;
  47755. };
  47756. }
  47757. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47758. /** @hidden */
  47759. export var harmonicsFunctions: {
  47760. name: string;
  47761. shader: string;
  47762. };
  47763. }
  47764. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47765. /** @hidden */
  47766. export var pbrDirectLightingSetupFunctions: {
  47767. name: string;
  47768. shader: string;
  47769. };
  47770. }
  47771. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47772. /** @hidden */
  47773. export var pbrDirectLightingFalloffFunctions: {
  47774. name: string;
  47775. shader: string;
  47776. };
  47777. }
  47778. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47779. /** @hidden */
  47780. export var pbrBRDFFunctions: {
  47781. name: string;
  47782. shader: string;
  47783. };
  47784. }
  47785. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47786. /** @hidden */
  47787. export var pbrDirectLightingFunctions: {
  47788. name: string;
  47789. shader: string;
  47790. };
  47791. }
  47792. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47793. /** @hidden */
  47794. export var pbrIBLFunctions: {
  47795. name: string;
  47796. shader: string;
  47797. };
  47798. }
  47799. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47800. /** @hidden */
  47801. export var pbrDebug: {
  47802. name: string;
  47803. shader: string;
  47804. };
  47805. }
  47806. declare module "babylonjs/Shaders/pbr.fragment" {
  47807. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47808. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47809. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47810. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47811. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47812. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47813. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47814. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47815. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47816. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47817. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47818. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47819. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47820. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47821. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47822. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47823. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47824. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47825. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47826. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47827. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47828. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47829. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47830. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47831. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47832. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47833. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47834. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47835. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47836. /** @hidden */
  47837. export var pbrPixelShader: {
  47838. name: string;
  47839. shader: string;
  47840. };
  47841. }
  47842. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47843. /** @hidden */
  47844. export var pbrVertexDeclaration: {
  47845. name: string;
  47846. shader: string;
  47847. };
  47848. }
  47849. declare module "babylonjs/Shaders/pbr.vertex" {
  47850. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47851. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47852. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47853. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47854. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47855. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47856. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47857. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47858. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47859. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47860. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47861. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47862. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47863. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47864. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47865. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47866. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47867. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47868. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47869. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47870. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47871. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47872. /** @hidden */
  47873. export var pbrVertexShader: {
  47874. name: string;
  47875. shader: string;
  47876. };
  47877. }
  47878. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47879. import { Nullable } from "babylonjs/types";
  47880. import { Scene } from "babylonjs/scene";
  47881. import { Matrix } from "babylonjs/Maths/math.vector";
  47882. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47883. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47884. import { Mesh } from "babylonjs/Meshes/mesh";
  47885. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47886. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47887. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47888. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47889. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47890. import { Color3 } from "babylonjs/Maths/math.color";
  47891. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47892. import { Material } from "babylonjs/Materials/material";
  47893. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47894. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47895. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47896. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47897. import "babylonjs/Shaders/pbr.fragment";
  47898. import "babylonjs/Shaders/pbr.vertex";
  47899. /**
  47900. * Manages the defines for the PBR Material.
  47901. * @hidden
  47902. */
  47903. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47904. PBR: boolean;
  47905. MAINUV1: boolean;
  47906. MAINUV2: boolean;
  47907. UV1: boolean;
  47908. UV2: boolean;
  47909. ALBEDO: boolean;
  47910. ALBEDODIRECTUV: number;
  47911. VERTEXCOLOR: boolean;
  47912. AMBIENT: boolean;
  47913. AMBIENTDIRECTUV: number;
  47914. AMBIENTINGRAYSCALE: boolean;
  47915. OPACITY: boolean;
  47916. VERTEXALPHA: boolean;
  47917. OPACITYDIRECTUV: number;
  47918. OPACITYRGB: boolean;
  47919. ALPHATEST: boolean;
  47920. DEPTHPREPASS: boolean;
  47921. ALPHABLEND: boolean;
  47922. ALPHAFROMALBEDO: boolean;
  47923. ALPHATESTVALUE: string;
  47924. SPECULAROVERALPHA: boolean;
  47925. RADIANCEOVERALPHA: boolean;
  47926. ALPHAFRESNEL: boolean;
  47927. LINEARALPHAFRESNEL: boolean;
  47928. PREMULTIPLYALPHA: boolean;
  47929. EMISSIVE: boolean;
  47930. EMISSIVEDIRECTUV: number;
  47931. REFLECTIVITY: boolean;
  47932. REFLECTIVITYDIRECTUV: number;
  47933. SPECULARTERM: boolean;
  47934. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  47935. MICROSURFACEAUTOMATIC: boolean;
  47936. LODBASEDMICROSFURACE: boolean;
  47937. MICROSURFACEMAP: boolean;
  47938. MICROSURFACEMAPDIRECTUV: number;
  47939. METALLICWORKFLOW: boolean;
  47940. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  47941. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  47942. METALLNESSSTOREINMETALMAPBLUE: boolean;
  47943. AOSTOREINMETALMAPRED: boolean;
  47944. ENVIRONMENTBRDF: boolean;
  47945. ENVIRONMENTBRDF_RGBD: boolean;
  47946. NORMAL: boolean;
  47947. TANGENT: boolean;
  47948. BUMP: boolean;
  47949. BUMPDIRECTUV: number;
  47950. OBJECTSPACE_NORMALMAP: boolean;
  47951. PARALLAX: boolean;
  47952. PARALLAXOCCLUSION: boolean;
  47953. NORMALXYSCALE: boolean;
  47954. LIGHTMAP: boolean;
  47955. LIGHTMAPDIRECTUV: number;
  47956. USELIGHTMAPASSHADOWMAP: boolean;
  47957. GAMMALIGHTMAP: boolean;
  47958. REFLECTION: boolean;
  47959. REFLECTIONMAP_3D: boolean;
  47960. REFLECTIONMAP_SPHERICAL: boolean;
  47961. REFLECTIONMAP_PLANAR: boolean;
  47962. REFLECTIONMAP_CUBIC: boolean;
  47963. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  47964. REFLECTIONMAP_PROJECTION: boolean;
  47965. REFLECTIONMAP_SKYBOX: boolean;
  47966. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  47967. REFLECTIONMAP_EXPLICIT: boolean;
  47968. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  47969. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  47970. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  47971. INVERTCUBICMAP: boolean;
  47972. USESPHERICALFROMREFLECTIONMAP: boolean;
  47973. USEIRRADIANCEMAP: boolean;
  47974. SPHERICAL_HARMONICS: boolean;
  47975. USESPHERICALINVERTEX: boolean;
  47976. REFLECTIONMAP_OPPOSITEZ: boolean;
  47977. LODINREFLECTIONALPHA: boolean;
  47978. GAMMAREFLECTION: boolean;
  47979. RGBDREFLECTION: boolean;
  47980. LINEARSPECULARREFLECTION: boolean;
  47981. RADIANCEOCCLUSION: boolean;
  47982. HORIZONOCCLUSION: boolean;
  47983. INSTANCES: boolean;
  47984. NUM_BONE_INFLUENCERS: number;
  47985. BonesPerMesh: number;
  47986. BONETEXTURE: boolean;
  47987. NONUNIFORMSCALING: boolean;
  47988. MORPHTARGETS: boolean;
  47989. MORPHTARGETS_NORMAL: boolean;
  47990. MORPHTARGETS_TANGENT: boolean;
  47991. MORPHTARGETS_UV: boolean;
  47992. NUM_MORPH_INFLUENCERS: number;
  47993. IMAGEPROCESSING: boolean;
  47994. VIGNETTE: boolean;
  47995. VIGNETTEBLENDMODEMULTIPLY: boolean;
  47996. VIGNETTEBLENDMODEOPAQUE: boolean;
  47997. TONEMAPPING: boolean;
  47998. TONEMAPPING_ACES: boolean;
  47999. CONTRAST: boolean;
  48000. COLORCURVES: boolean;
  48001. COLORGRADING: boolean;
  48002. COLORGRADING3D: boolean;
  48003. SAMPLER3DGREENDEPTH: boolean;
  48004. SAMPLER3DBGRMAP: boolean;
  48005. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48006. EXPOSURE: boolean;
  48007. MULTIVIEW: boolean;
  48008. USEPHYSICALLIGHTFALLOFF: boolean;
  48009. USEGLTFLIGHTFALLOFF: boolean;
  48010. TWOSIDEDLIGHTING: boolean;
  48011. SHADOWFLOAT: boolean;
  48012. CLIPPLANE: boolean;
  48013. CLIPPLANE2: boolean;
  48014. CLIPPLANE3: boolean;
  48015. CLIPPLANE4: boolean;
  48016. POINTSIZE: boolean;
  48017. FOG: boolean;
  48018. LOGARITHMICDEPTH: boolean;
  48019. FORCENORMALFORWARD: boolean;
  48020. SPECULARAA: boolean;
  48021. CLEARCOAT: boolean;
  48022. CLEARCOAT_DEFAULTIOR: boolean;
  48023. CLEARCOAT_TEXTURE: boolean;
  48024. CLEARCOAT_TEXTUREDIRECTUV: number;
  48025. CLEARCOAT_BUMP: boolean;
  48026. CLEARCOAT_BUMPDIRECTUV: number;
  48027. CLEARCOAT_TINT: boolean;
  48028. CLEARCOAT_TINT_TEXTURE: boolean;
  48029. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48030. ANISOTROPIC: boolean;
  48031. ANISOTROPIC_TEXTURE: boolean;
  48032. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48033. BRDF_V_HEIGHT_CORRELATED: boolean;
  48034. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48035. SHEEN: boolean;
  48036. SHEEN_TEXTURE: boolean;
  48037. SHEEN_TEXTUREDIRECTUV: number;
  48038. SHEEN_LINKWITHALBEDO: boolean;
  48039. SUBSURFACE: boolean;
  48040. SS_REFRACTION: boolean;
  48041. SS_TRANSLUCENCY: boolean;
  48042. SS_SCATERRING: boolean;
  48043. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48044. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48045. SS_REFRACTIONMAP_3D: boolean;
  48046. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48047. SS_LODINREFRACTIONALPHA: boolean;
  48048. SS_GAMMAREFRACTION: boolean;
  48049. SS_RGBDREFRACTION: boolean;
  48050. SS_LINEARSPECULARREFRACTION: boolean;
  48051. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48052. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48053. UNLIT: boolean;
  48054. DEBUGMODE: number;
  48055. /**
  48056. * Initializes the PBR Material defines.
  48057. */
  48058. constructor();
  48059. /**
  48060. * Resets the PBR Material defines.
  48061. */
  48062. reset(): void;
  48063. }
  48064. /**
  48065. * The Physically based material base class of BJS.
  48066. *
  48067. * This offers the main features of a standard PBR material.
  48068. * For more information, please refer to the documentation :
  48069. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48070. */
  48071. export abstract class PBRBaseMaterial extends PushMaterial {
  48072. /**
  48073. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48074. */
  48075. static readonly PBRMATERIAL_OPAQUE: number;
  48076. /**
  48077. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48078. */
  48079. static readonly PBRMATERIAL_ALPHATEST: number;
  48080. /**
  48081. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48082. */
  48083. static readonly PBRMATERIAL_ALPHABLEND: number;
  48084. /**
  48085. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48086. * They are also discarded below the alpha cutoff threshold to improve performances.
  48087. */
  48088. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48089. /**
  48090. * Defines the default value of how much AO map is occluding the analytical lights
  48091. * (point spot...).
  48092. */
  48093. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48094. /**
  48095. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48096. */
  48097. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48098. /**
  48099. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48100. * to enhance interoperability with other engines.
  48101. */
  48102. static readonly LIGHTFALLOFF_GLTF: number;
  48103. /**
  48104. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48105. * to enhance interoperability with other materials.
  48106. */
  48107. static readonly LIGHTFALLOFF_STANDARD: number;
  48108. /**
  48109. * Intensity of the direct lights e.g. the four lights available in your scene.
  48110. * This impacts both the direct diffuse and specular highlights.
  48111. */
  48112. protected _directIntensity: number;
  48113. /**
  48114. * Intensity of the emissive part of the material.
  48115. * This helps controlling the emissive effect without modifying the emissive color.
  48116. */
  48117. protected _emissiveIntensity: number;
  48118. /**
  48119. * Intensity of the environment e.g. how much the environment will light the object
  48120. * either through harmonics for rough material or through the refelction for shiny ones.
  48121. */
  48122. protected _environmentIntensity: number;
  48123. /**
  48124. * This is a special control allowing the reduction of the specular highlights coming from the
  48125. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48126. */
  48127. protected _specularIntensity: number;
  48128. /**
  48129. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48130. */
  48131. private _lightingInfos;
  48132. /**
  48133. * Debug Control allowing disabling the bump map on this material.
  48134. */
  48135. protected _disableBumpMap: boolean;
  48136. /**
  48137. * AKA Diffuse Texture in standard nomenclature.
  48138. */
  48139. protected _albedoTexture: Nullable<BaseTexture>;
  48140. /**
  48141. * AKA Occlusion Texture in other nomenclature.
  48142. */
  48143. protected _ambientTexture: Nullable<BaseTexture>;
  48144. /**
  48145. * AKA Occlusion Texture Intensity in other nomenclature.
  48146. */
  48147. protected _ambientTextureStrength: number;
  48148. /**
  48149. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48150. * 1 means it completely occludes it
  48151. * 0 mean it has no impact
  48152. */
  48153. protected _ambientTextureImpactOnAnalyticalLights: number;
  48154. /**
  48155. * Stores the alpha values in a texture.
  48156. */
  48157. protected _opacityTexture: Nullable<BaseTexture>;
  48158. /**
  48159. * Stores the reflection values in a texture.
  48160. */
  48161. protected _reflectionTexture: Nullable<BaseTexture>;
  48162. /**
  48163. * Stores the emissive values in a texture.
  48164. */
  48165. protected _emissiveTexture: Nullable<BaseTexture>;
  48166. /**
  48167. * AKA Specular texture in other nomenclature.
  48168. */
  48169. protected _reflectivityTexture: Nullable<BaseTexture>;
  48170. /**
  48171. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48172. */
  48173. protected _metallicTexture: Nullable<BaseTexture>;
  48174. /**
  48175. * Specifies the metallic scalar of the metallic/roughness workflow.
  48176. * Can also be used to scale the metalness values of the metallic texture.
  48177. */
  48178. protected _metallic: Nullable<number>;
  48179. /**
  48180. * Specifies the roughness scalar of the metallic/roughness workflow.
  48181. * Can also be used to scale the roughness values of the metallic texture.
  48182. */
  48183. protected _roughness: Nullable<number>;
  48184. /**
  48185. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48186. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48187. */
  48188. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48189. /**
  48190. * Stores surface normal data used to displace a mesh in a texture.
  48191. */
  48192. protected _bumpTexture: Nullable<BaseTexture>;
  48193. /**
  48194. * Stores the pre-calculated light information of a mesh in a texture.
  48195. */
  48196. protected _lightmapTexture: Nullable<BaseTexture>;
  48197. /**
  48198. * The color of a material in ambient lighting.
  48199. */
  48200. protected _ambientColor: Color3;
  48201. /**
  48202. * AKA Diffuse Color in other nomenclature.
  48203. */
  48204. protected _albedoColor: Color3;
  48205. /**
  48206. * AKA Specular Color in other nomenclature.
  48207. */
  48208. protected _reflectivityColor: Color3;
  48209. /**
  48210. * The color applied when light is reflected from a material.
  48211. */
  48212. protected _reflectionColor: Color3;
  48213. /**
  48214. * The color applied when light is emitted from a material.
  48215. */
  48216. protected _emissiveColor: Color3;
  48217. /**
  48218. * AKA Glossiness in other nomenclature.
  48219. */
  48220. protected _microSurface: number;
  48221. /**
  48222. * Specifies that the material will use the light map as a show map.
  48223. */
  48224. protected _useLightmapAsShadowmap: boolean;
  48225. /**
  48226. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48227. * makes the reflect vector face the model (under horizon).
  48228. */
  48229. protected _useHorizonOcclusion: boolean;
  48230. /**
  48231. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48232. * too much the area relying on ambient texture to define their ambient occlusion.
  48233. */
  48234. protected _useRadianceOcclusion: boolean;
  48235. /**
  48236. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48237. */
  48238. protected _useAlphaFromAlbedoTexture: boolean;
  48239. /**
  48240. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48241. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48242. */
  48243. protected _useSpecularOverAlpha: boolean;
  48244. /**
  48245. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48246. */
  48247. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48248. /**
  48249. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48250. */
  48251. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48252. /**
  48253. * Specifies if the metallic texture contains the roughness information in its green channel.
  48254. */
  48255. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48256. /**
  48257. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48258. */
  48259. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48260. /**
  48261. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48262. */
  48263. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48264. /**
  48265. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48266. */
  48267. protected _useAmbientInGrayScale: boolean;
  48268. /**
  48269. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48270. * The material will try to infer what glossiness each pixel should be.
  48271. */
  48272. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48273. /**
  48274. * Defines the falloff type used in this material.
  48275. * It by default is Physical.
  48276. */
  48277. protected _lightFalloff: number;
  48278. /**
  48279. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48280. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48281. */
  48282. protected _useRadianceOverAlpha: boolean;
  48283. /**
  48284. * Allows using an object space normal map (instead of tangent space).
  48285. */
  48286. protected _useObjectSpaceNormalMap: boolean;
  48287. /**
  48288. * Allows using the bump map in parallax mode.
  48289. */
  48290. protected _useParallax: boolean;
  48291. /**
  48292. * Allows using the bump map in parallax occlusion mode.
  48293. */
  48294. protected _useParallaxOcclusion: boolean;
  48295. /**
  48296. * Controls the scale bias of the parallax mode.
  48297. */
  48298. protected _parallaxScaleBias: number;
  48299. /**
  48300. * If sets to true, disables all the lights affecting the material.
  48301. */
  48302. protected _disableLighting: boolean;
  48303. /**
  48304. * Number of Simultaneous lights allowed on the material.
  48305. */
  48306. protected _maxSimultaneousLights: number;
  48307. /**
  48308. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48309. */
  48310. protected _invertNormalMapX: boolean;
  48311. /**
  48312. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48313. */
  48314. protected _invertNormalMapY: boolean;
  48315. /**
  48316. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48317. */
  48318. protected _twoSidedLighting: boolean;
  48319. /**
  48320. * Defines the alpha limits in alpha test mode.
  48321. */
  48322. protected _alphaCutOff: number;
  48323. /**
  48324. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48325. */
  48326. protected _forceAlphaTest: boolean;
  48327. /**
  48328. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48329. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48330. */
  48331. protected _useAlphaFresnel: boolean;
  48332. /**
  48333. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48334. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48335. */
  48336. protected _useLinearAlphaFresnel: boolean;
  48337. /**
  48338. * The transparency mode of the material.
  48339. */
  48340. protected _transparencyMode: Nullable<number>;
  48341. /**
  48342. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48343. * from cos thetav and roughness:
  48344. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48345. */
  48346. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48347. /**
  48348. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48349. */
  48350. protected _forceIrradianceInFragment: boolean;
  48351. /**
  48352. * Force normal to face away from face.
  48353. */
  48354. protected _forceNormalForward: boolean;
  48355. /**
  48356. * Enables specular anti aliasing in the PBR shader.
  48357. * It will both interacts on the Geometry for analytical and IBL lighting.
  48358. * It also prefilter the roughness map based on the bump values.
  48359. */
  48360. protected _enableSpecularAntiAliasing: boolean;
  48361. /**
  48362. * Default configuration related to image processing available in the PBR Material.
  48363. */
  48364. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48365. /**
  48366. * Keep track of the image processing observer to allow dispose and replace.
  48367. */
  48368. private _imageProcessingObserver;
  48369. /**
  48370. * Attaches a new image processing configuration to the PBR Material.
  48371. * @param configuration
  48372. */
  48373. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48374. /**
  48375. * Stores the available render targets.
  48376. */
  48377. private _renderTargets;
  48378. /**
  48379. * Sets the global ambient color for the material used in lighting calculations.
  48380. */
  48381. private _globalAmbientColor;
  48382. /**
  48383. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48384. */
  48385. private _useLogarithmicDepth;
  48386. /**
  48387. * If set to true, no lighting calculations will be applied.
  48388. */
  48389. private _unlit;
  48390. private _debugMode;
  48391. /**
  48392. * @hidden
  48393. * This is reserved for the inspector.
  48394. * Defines the material debug mode.
  48395. * It helps seeing only some components of the material while troubleshooting.
  48396. */
  48397. debugMode: number;
  48398. /**
  48399. * @hidden
  48400. * This is reserved for the inspector.
  48401. * Specify from where on screen the debug mode should start.
  48402. * The value goes from -1 (full screen) to 1 (not visible)
  48403. * It helps with side by side comparison against the final render
  48404. * This defaults to -1
  48405. */
  48406. private debugLimit;
  48407. /**
  48408. * @hidden
  48409. * This is reserved for the inspector.
  48410. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48411. * You can use the factor to better multiply the final value.
  48412. */
  48413. private debugFactor;
  48414. /**
  48415. * Defines the clear coat layer parameters for the material.
  48416. */
  48417. readonly clearCoat: PBRClearCoatConfiguration;
  48418. /**
  48419. * Defines the anisotropic parameters for the material.
  48420. */
  48421. readonly anisotropy: PBRAnisotropicConfiguration;
  48422. /**
  48423. * Defines the BRDF parameters for the material.
  48424. */
  48425. readonly brdf: PBRBRDFConfiguration;
  48426. /**
  48427. * Defines the Sheen parameters for the material.
  48428. */
  48429. readonly sheen: PBRSheenConfiguration;
  48430. /**
  48431. * Defines the SubSurface parameters for the material.
  48432. */
  48433. readonly subSurface: PBRSubSurfaceConfiguration;
  48434. /**
  48435. * Custom callback helping to override the default shader used in the material.
  48436. */
  48437. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48438. /**
  48439. * Instantiates a new PBRMaterial instance.
  48440. *
  48441. * @param name The material name
  48442. * @param scene The scene the material will be use in.
  48443. */
  48444. constructor(name: string, scene: Scene);
  48445. /**
  48446. * Gets a boolean indicating that current material needs to register RTT
  48447. */
  48448. readonly hasRenderTargetTextures: boolean;
  48449. /**
  48450. * Gets the name of the material class.
  48451. */
  48452. getClassName(): string;
  48453. /**
  48454. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48455. */
  48456. /**
  48457. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48458. */
  48459. useLogarithmicDepth: boolean;
  48460. /**
  48461. * Gets the current transparency mode.
  48462. */
  48463. /**
  48464. * Sets the transparency mode of the material.
  48465. *
  48466. * | Value | Type | Description |
  48467. * | ----- | ----------------------------------- | ----------- |
  48468. * | 0 | OPAQUE | |
  48469. * | 1 | ALPHATEST | |
  48470. * | 2 | ALPHABLEND | |
  48471. * | 3 | ALPHATESTANDBLEND | |
  48472. *
  48473. */
  48474. transparencyMode: Nullable<number>;
  48475. /**
  48476. * Returns true if alpha blending should be disabled.
  48477. */
  48478. private readonly _disableAlphaBlending;
  48479. /**
  48480. * Specifies whether or not this material should be rendered in alpha blend mode.
  48481. */
  48482. needAlphaBlending(): boolean;
  48483. /**
  48484. * Specifies if the mesh will require alpha blending.
  48485. * @param mesh - BJS mesh.
  48486. */
  48487. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48488. /**
  48489. * Specifies whether or not this material should be rendered in alpha test mode.
  48490. */
  48491. needAlphaTesting(): boolean;
  48492. /**
  48493. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48494. */
  48495. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48496. /**
  48497. * Gets the texture used for the alpha test.
  48498. */
  48499. getAlphaTestTexture(): Nullable<BaseTexture>;
  48500. /**
  48501. * Specifies that the submesh is ready to be used.
  48502. * @param mesh - BJS mesh.
  48503. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48504. * @param useInstances - Specifies that instances should be used.
  48505. * @returns - boolean indicating that the submesh is ready or not.
  48506. */
  48507. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48508. /**
  48509. * Specifies if the material uses metallic roughness workflow.
  48510. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48511. */
  48512. isMetallicWorkflow(): boolean;
  48513. private _prepareEffect;
  48514. private _prepareDefines;
  48515. /**
  48516. * Force shader compilation
  48517. */
  48518. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48519. clipPlane: boolean;
  48520. }>): void;
  48521. /**
  48522. * Initializes the uniform buffer layout for the shader.
  48523. */
  48524. buildUniformLayout(): void;
  48525. /**
  48526. * Unbinds the material from the mesh
  48527. */
  48528. unbind(): void;
  48529. /**
  48530. * Binds the submesh data.
  48531. * @param world - The world matrix.
  48532. * @param mesh - The BJS mesh.
  48533. * @param subMesh - A submesh of the BJS mesh.
  48534. */
  48535. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48536. /**
  48537. * Returns the animatable textures.
  48538. * @returns - Array of animatable textures.
  48539. */
  48540. getAnimatables(): IAnimatable[];
  48541. /**
  48542. * Returns the texture used for reflections.
  48543. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48544. */
  48545. private _getReflectionTexture;
  48546. /**
  48547. * Returns an array of the actively used textures.
  48548. * @returns - Array of BaseTextures
  48549. */
  48550. getActiveTextures(): BaseTexture[];
  48551. /**
  48552. * Checks to see if a texture is used in the material.
  48553. * @param texture - Base texture to use.
  48554. * @returns - Boolean specifying if a texture is used in the material.
  48555. */
  48556. hasTexture(texture: BaseTexture): boolean;
  48557. /**
  48558. * Disposes the resources of the material.
  48559. * @param forceDisposeEffect - Forces the disposal of effects.
  48560. * @param forceDisposeTextures - Forces the disposal of all textures.
  48561. */
  48562. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48563. }
  48564. }
  48565. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48566. import { Nullable } from "babylonjs/types";
  48567. import { Scene } from "babylonjs/scene";
  48568. import { Color3 } from "babylonjs/Maths/math.color";
  48569. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48570. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48571. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48572. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48573. /**
  48574. * The Physically based material of BJS.
  48575. *
  48576. * This offers the main features of a standard PBR material.
  48577. * For more information, please refer to the documentation :
  48578. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48579. */
  48580. export class PBRMaterial extends PBRBaseMaterial {
  48581. /**
  48582. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48583. */
  48584. static readonly PBRMATERIAL_OPAQUE: number;
  48585. /**
  48586. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48587. */
  48588. static readonly PBRMATERIAL_ALPHATEST: number;
  48589. /**
  48590. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48591. */
  48592. static readonly PBRMATERIAL_ALPHABLEND: number;
  48593. /**
  48594. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48595. * They are also discarded below the alpha cutoff threshold to improve performances.
  48596. */
  48597. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48598. /**
  48599. * Defines the default value of how much AO map is occluding the analytical lights
  48600. * (point spot...).
  48601. */
  48602. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48603. /**
  48604. * Intensity of the direct lights e.g. the four lights available in your scene.
  48605. * This impacts both the direct diffuse and specular highlights.
  48606. */
  48607. directIntensity: number;
  48608. /**
  48609. * Intensity of the emissive part of the material.
  48610. * This helps controlling the emissive effect without modifying the emissive color.
  48611. */
  48612. emissiveIntensity: number;
  48613. /**
  48614. * Intensity of the environment e.g. how much the environment will light the object
  48615. * either through harmonics for rough material or through the refelction for shiny ones.
  48616. */
  48617. environmentIntensity: number;
  48618. /**
  48619. * This is a special control allowing the reduction of the specular highlights coming from the
  48620. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48621. */
  48622. specularIntensity: number;
  48623. /**
  48624. * Debug Control allowing disabling the bump map on this material.
  48625. */
  48626. disableBumpMap: boolean;
  48627. /**
  48628. * AKA Diffuse Texture in standard nomenclature.
  48629. */
  48630. albedoTexture: BaseTexture;
  48631. /**
  48632. * AKA Occlusion Texture in other nomenclature.
  48633. */
  48634. ambientTexture: BaseTexture;
  48635. /**
  48636. * AKA Occlusion Texture Intensity in other nomenclature.
  48637. */
  48638. ambientTextureStrength: number;
  48639. /**
  48640. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48641. * 1 means it completely occludes it
  48642. * 0 mean it has no impact
  48643. */
  48644. ambientTextureImpactOnAnalyticalLights: number;
  48645. /**
  48646. * Stores the alpha values in a texture.
  48647. */
  48648. opacityTexture: BaseTexture;
  48649. /**
  48650. * Stores the reflection values in a texture.
  48651. */
  48652. reflectionTexture: Nullable<BaseTexture>;
  48653. /**
  48654. * Stores the emissive values in a texture.
  48655. */
  48656. emissiveTexture: BaseTexture;
  48657. /**
  48658. * AKA Specular texture in other nomenclature.
  48659. */
  48660. reflectivityTexture: BaseTexture;
  48661. /**
  48662. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48663. */
  48664. metallicTexture: BaseTexture;
  48665. /**
  48666. * Specifies the metallic scalar of the metallic/roughness workflow.
  48667. * Can also be used to scale the metalness values of the metallic texture.
  48668. */
  48669. metallic: Nullable<number>;
  48670. /**
  48671. * Specifies the roughness scalar of the metallic/roughness workflow.
  48672. * Can also be used to scale the roughness values of the metallic texture.
  48673. */
  48674. roughness: Nullable<number>;
  48675. /**
  48676. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48677. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48678. */
  48679. microSurfaceTexture: BaseTexture;
  48680. /**
  48681. * Stores surface normal data used to displace a mesh in a texture.
  48682. */
  48683. bumpTexture: BaseTexture;
  48684. /**
  48685. * Stores the pre-calculated light information of a mesh in a texture.
  48686. */
  48687. lightmapTexture: BaseTexture;
  48688. /**
  48689. * Stores the refracted light information in a texture.
  48690. */
  48691. refractionTexture: Nullable<BaseTexture>;
  48692. /**
  48693. * The color of a material in ambient lighting.
  48694. */
  48695. ambientColor: Color3;
  48696. /**
  48697. * AKA Diffuse Color in other nomenclature.
  48698. */
  48699. albedoColor: Color3;
  48700. /**
  48701. * AKA Specular Color in other nomenclature.
  48702. */
  48703. reflectivityColor: Color3;
  48704. /**
  48705. * The color reflected from the material.
  48706. */
  48707. reflectionColor: Color3;
  48708. /**
  48709. * The color emitted from the material.
  48710. */
  48711. emissiveColor: Color3;
  48712. /**
  48713. * AKA Glossiness in other nomenclature.
  48714. */
  48715. microSurface: number;
  48716. /**
  48717. * source material index of refraction (IOR)' / 'destination material IOR.
  48718. */
  48719. indexOfRefraction: number;
  48720. /**
  48721. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48722. */
  48723. invertRefractionY: boolean;
  48724. /**
  48725. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48726. * Materials half opaque for instance using refraction could benefit from this control.
  48727. */
  48728. linkRefractionWithTransparency: boolean;
  48729. /**
  48730. * If true, the light map contains occlusion information instead of lighting info.
  48731. */
  48732. useLightmapAsShadowmap: boolean;
  48733. /**
  48734. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48735. */
  48736. useAlphaFromAlbedoTexture: boolean;
  48737. /**
  48738. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48739. */
  48740. forceAlphaTest: boolean;
  48741. /**
  48742. * Defines the alpha limits in alpha test mode.
  48743. */
  48744. alphaCutOff: number;
  48745. /**
  48746. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48747. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48748. */
  48749. useSpecularOverAlpha: boolean;
  48750. /**
  48751. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48752. */
  48753. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48754. /**
  48755. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48756. */
  48757. useRoughnessFromMetallicTextureAlpha: boolean;
  48758. /**
  48759. * Specifies if the metallic texture contains the roughness information in its green channel.
  48760. */
  48761. useRoughnessFromMetallicTextureGreen: boolean;
  48762. /**
  48763. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48764. */
  48765. useMetallnessFromMetallicTextureBlue: boolean;
  48766. /**
  48767. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48768. */
  48769. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48770. /**
  48771. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48772. */
  48773. useAmbientInGrayScale: boolean;
  48774. /**
  48775. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48776. * The material will try to infer what glossiness each pixel should be.
  48777. */
  48778. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48779. /**
  48780. * BJS is using an harcoded light falloff based on a manually sets up range.
  48781. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48782. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48783. */
  48784. /**
  48785. * BJS is using an harcoded light falloff based on a manually sets up range.
  48786. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48787. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48788. */
  48789. usePhysicalLightFalloff: boolean;
  48790. /**
  48791. * In order to support the falloff compatibility with gltf, a special mode has been added
  48792. * to reproduce the gltf light falloff.
  48793. */
  48794. /**
  48795. * In order to support the falloff compatibility with gltf, a special mode has been added
  48796. * to reproduce the gltf light falloff.
  48797. */
  48798. useGLTFLightFalloff: boolean;
  48799. /**
  48800. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48801. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48802. */
  48803. useRadianceOverAlpha: boolean;
  48804. /**
  48805. * Allows using an object space normal map (instead of tangent space).
  48806. */
  48807. useObjectSpaceNormalMap: boolean;
  48808. /**
  48809. * Allows using the bump map in parallax mode.
  48810. */
  48811. useParallax: boolean;
  48812. /**
  48813. * Allows using the bump map in parallax occlusion mode.
  48814. */
  48815. useParallaxOcclusion: boolean;
  48816. /**
  48817. * Controls the scale bias of the parallax mode.
  48818. */
  48819. parallaxScaleBias: number;
  48820. /**
  48821. * If sets to true, disables all the lights affecting the material.
  48822. */
  48823. disableLighting: boolean;
  48824. /**
  48825. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48826. */
  48827. forceIrradianceInFragment: boolean;
  48828. /**
  48829. * Number of Simultaneous lights allowed on the material.
  48830. */
  48831. maxSimultaneousLights: number;
  48832. /**
  48833. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48834. */
  48835. invertNormalMapX: boolean;
  48836. /**
  48837. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48838. */
  48839. invertNormalMapY: boolean;
  48840. /**
  48841. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48842. */
  48843. twoSidedLighting: boolean;
  48844. /**
  48845. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48846. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48847. */
  48848. useAlphaFresnel: boolean;
  48849. /**
  48850. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48851. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48852. */
  48853. useLinearAlphaFresnel: boolean;
  48854. /**
  48855. * Let user defines the brdf lookup texture used for IBL.
  48856. * A default 8bit version is embedded but you could point at :
  48857. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48858. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48859. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48860. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48861. */
  48862. environmentBRDFTexture: Nullable<BaseTexture>;
  48863. /**
  48864. * Force normal to face away from face.
  48865. */
  48866. forceNormalForward: boolean;
  48867. /**
  48868. * Enables specular anti aliasing in the PBR shader.
  48869. * It will both interacts on the Geometry for analytical and IBL lighting.
  48870. * It also prefilter the roughness map based on the bump values.
  48871. */
  48872. enableSpecularAntiAliasing: boolean;
  48873. /**
  48874. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48875. * makes the reflect vector face the model (under horizon).
  48876. */
  48877. useHorizonOcclusion: boolean;
  48878. /**
  48879. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48880. * too much the area relying on ambient texture to define their ambient occlusion.
  48881. */
  48882. useRadianceOcclusion: boolean;
  48883. /**
  48884. * If set to true, no lighting calculations will be applied.
  48885. */
  48886. unlit: boolean;
  48887. /**
  48888. * Gets the image processing configuration used either in this material.
  48889. */
  48890. /**
  48891. * Sets the Default image processing configuration used either in the this material.
  48892. *
  48893. * If sets to null, the scene one is in use.
  48894. */
  48895. imageProcessingConfiguration: ImageProcessingConfiguration;
  48896. /**
  48897. * Gets wether the color curves effect is enabled.
  48898. */
  48899. /**
  48900. * Sets wether the color curves effect is enabled.
  48901. */
  48902. cameraColorCurvesEnabled: boolean;
  48903. /**
  48904. * Gets wether the color grading effect is enabled.
  48905. */
  48906. /**
  48907. * Gets wether the color grading effect is enabled.
  48908. */
  48909. cameraColorGradingEnabled: boolean;
  48910. /**
  48911. * Gets wether tonemapping is enabled or not.
  48912. */
  48913. /**
  48914. * Sets wether tonemapping is enabled or not
  48915. */
  48916. cameraToneMappingEnabled: boolean;
  48917. /**
  48918. * The camera exposure used on this material.
  48919. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48920. * This corresponds to a photographic exposure.
  48921. */
  48922. /**
  48923. * The camera exposure used on this material.
  48924. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48925. * This corresponds to a photographic exposure.
  48926. */
  48927. cameraExposure: number;
  48928. /**
  48929. * Gets The camera contrast used on this material.
  48930. */
  48931. /**
  48932. * Sets The camera contrast used on this material.
  48933. */
  48934. cameraContrast: number;
  48935. /**
  48936. * Gets the Color Grading 2D Lookup Texture.
  48937. */
  48938. /**
  48939. * Sets the Color Grading 2D Lookup Texture.
  48940. */
  48941. cameraColorGradingTexture: Nullable<BaseTexture>;
  48942. /**
  48943. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48944. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48945. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48946. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48947. */
  48948. /**
  48949. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48950. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48951. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48952. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48953. */
  48954. cameraColorCurves: Nullable<ColorCurves>;
  48955. /**
  48956. * Instantiates a new PBRMaterial instance.
  48957. *
  48958. * @param name The material name
  48959. * @param scene The scene the material will be use in.
  48960. */
  48961. constructor(name: string, scene: Scene);
  48962. /**
  48963. * Returns the name of this material class.
  48964. */
  48965. getClassName(): string;
  48966. /**
  48967. * Makes a duplicate of the current material.
  48968. * @param name - name to use for the new material.
  48969. */
  48970. clone(name: string): PBRMaterial;
  48971. /**
  48972. * Serializes this PBR Material.
  48973. * @returns - An object with the serialized material.
  48974. */
  48975. serialize(): any;
  48976. /**
  48977. * Parses a PBR Material from a serialized object.
  48978. * @param source - Serialized object.
  48979. * @param scene - BJS scene instance.
  48980. * @param rootUrl - url for the scene object
  48981. * @returns - PBRMaterial
  48982. */
  48983. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  48984. }
  48985. }
  48986. declare module "babylonjs/Misc/dds" {
  48987. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  48988. import { Engine } from "babylonjs/Engines/engine";
  48989. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48990. import { Nullable } from "babylonjs/types";
  48991. import { Scene } from "babylonjs/scene";
  48992. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  48993. /**
  48994. * Direct draw surface info
  48995. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  48996. */
  48997. export interface DDSInfo {
  48998. /**
  48999. * Width of the texture
  49000. */
  49001. width: number;
  49002. /**
  49003. * Width of the texture
  49004. */
  49005. height: number;
  49006. /**
  49007. * Number of Mipmaps for the texture
  49008. * @see https://en.wikipedia.org/wiki/Mipmap
  49009. */
  49010. mipmapCount: number;
  49011. /**
  49012. * If the textures format is a known fourCC format
  49013. * @see https://www.fourcc.org/
  49014. */
  49015. isFourCC: boolean;
  49016. /**
  49017. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49018. */
  49019. isRGB: boolean;
  49020. /**
  49021. * If the texture is a lumincance format
  49022. */
  49023. isLuminance: boolean;
  49024. /**
  49025. * If this is a cube texture
  49026. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49027. */
  49028. isCube: boolean;
  49029. /**
  49030. * If the texture is a compressed format eg. FOURCC_DXT1
  49031. */
  49032. isCompressed: boolean;
  49033. /**
  49034. * The dxgiFormat of the texture
  49035. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49036. */
  49037. dxgiFormat: number;
  49038. /**
  49039. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49040. */
  49041. textureType: number;
  49042. /**
  49043. * Sphericle polynomial created for the dds texture
  49044. */
  49045. sphericalPolynomial?: SphericalPolynomial;
  49046. }
  49047. /**
  49048. * Class used to provide DDS decompression tools
  49049. */
  49050. export class DDSTools {
  49051. /**
  49052. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49053. */
  49054. static StoreLODInAlphaChannel: boolean;
  49055. /**
  49056. * Gets DDS information from an array buffer
  49057. * @param arrayBuffer defines the array buffer to read data from
  49058. * @returns the DDS information
  49059. */
  49060. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49061. private static _FloatView;
  49062. private static _Int32View;
  49063. private static _ToHalfFloat;
  49064. private static _FromHalfFloat;
  49065. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49066. private static _GetHalfFloatRGBAArrayBuffer;
  49067. private static _GetFloatRGBAArrayBuffer;
  49068. private static _GetFloatAsUIntRGBAArrayBuffer;
  49069. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49070. private static _GetRGBAArrayBuffer;
  49071. private static _ExtractLongWordOrder;
  49072. private static _GetRGBArrayBuffer;
  49073. private static _GetLuminanceArrayBuffer;
  49074. /**
  49075. * Uploads DDS Levels to a Babylon Texture
  49076. * @hidden
  49077. */
  49078. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49079. }
  49080. module "babylonjs/Engines/engine" {
  49081. interface Engine {
  49082. /**
  49083. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49084. * @param rootUrl defines the url where the file to load is located
  49085. * @param scene defines the current scene
  49086. * @param lodScale defines scale to apply to the mip map selection
  49087. * @param lodOffset defines offset to apply to the mip map selection
  49088. * @param onLoad defines an optional callback raised when the texture is loaded
  49089. * @param onError defines an optional callback raised if there is an issue to load the texture
  49090. * @param format defines the format of the data
  49091. * @param forcedExtension defines the extension to use to pick the right loader
  49092. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49093. * @returns the cube texture as an InternalTexture
  49094. */
  49095. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  49096. }
  49097. }
  49098. }
  49099. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49100. import { Nullable } from "babylonjs/types";
  49101. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49102. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49103. /**
  49104. * Implementation of the DDS Texture Loader.
  49105. * @hidden
  49106. */
  49107. export class _DDSTextureLoader implements IInternalTextureLoader {
  49108. /**
  49109. * Defines wether the loader supports cascade loading the different faces.
  49110. */
  49111. readonly supportCascades: boolean;
  49112. /**
  49113. * This returns if the loader support the current file information.
  49114. * @param extension defines the file extension of the file being loaded
  49115. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49116. * @param fallback defines the fallback internal texture if any
  49117. * @param isBase64 defines whether the texture is encoded as a base64
  49118. * @param isBuffer defines whether the texture data are stored as a buffer
  49119. * @returns true if the loader can load the specified file
  49120. */
  49121. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49122. /**
  49123. * Transform the url before loading if required.
  49124. * @param rootUrl the url of the texture
  49125. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49126. * @returns the transformed texture
  49127. */
  49128. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49129. /**
  49130. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49131. * @param rootUrl the url of the texture
  49132. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49133. * @returns the fallback texture
  49134. */
  49135. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49136. /**
  49137. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49138. * @param data contains the texture data
  49139. * @param texture defines the BabylonJS internal texture
  49140. * @param createPolynomials will be true if polynomials have been requested
  49141. * @param onLoad defines the callback to trigger once the texture is ready
  49142. * @param onError defines the callback to trigger in case of error
  49143. */
  49144. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49145. /**
  49146. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49147. * @param data contains the texture data
  49148. * @param texture defines the BabylonJS internal texture
  49149. * @param callback defines the method to call once ready to upload
  49150. */
  49151. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49152. }
  49153. }
  49154. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49155. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49156. /** @hidden */
  49157. export var rgbdEncodePixelShader: {
  49158. name: string;
  49159. shader: string;
  49160. };
  49161. }
  49162. declare module "babylonjs/Misc/environmentTextureTools" {
  49163. import { Nullable } from "babylonjs/types";
  49164. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49165. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49166. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49167. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49168. import "babylonjs/Shaders/rgbdEncode.fragment";
  49169. import "babylonjs/Shaders/rgbdDecode.fragment";
  49170. /**
  49171. * Raw texture data and descriptor sufficient for WebGL texture upload
  49172. */
  49173. export interface EnvironmentTextureInfo {
  49174. /**
  49175. * Version of the environment map
  49176. */
  49177. version: number;
  49178. /**
  49179. * Width of image
  49180. */
  49181. width: number;
  49182. /**
  49183. * Irradiance information stored in the file.
  49184. */
  49185. irradiance: any;
  49186. /**
  49187. * Specular information stored in the file.
  49188. */
  49189. specular: any;
  49190. }
  49191. /**
  49192. * Sets of helpers addressing the serialization and deserialization of environment texture
  49193. * stored in a BabylonJS env file.
  49194. * Those files are usually stored as .env files.
  49195. */
  49196. export class EnvironmentTextureTools {
  49197. /**
  49198. * Magic number identifying the env file.
  49199. */
  49200. private static _MagicBytes;
  49201. /**
  49202. * Gets the environment info from an env file.
  49203. * @param data The array buffer containing the .env bytes.
  49204. * @returns the environment file info (the json header) if successfully parsed.
  49205. */
  49206. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49207. /**
  49208. * Creates an environment texture from a loaded cube texture.
  49209. * @param texture defines the cube texture to convert in env file
  49210. * @return a promise containing the environment data if succesfull.
  49211. */
  49212. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49213. /**
  49214. * Creates a JSON representation of the spherical data.
  49215. * @param texture defines the texture containing the polynomials
  49216. * @return the JSON representation of the spherical info
  49217. */
  49218. private static _CreateEnvTextureIrradiance;
  49219. /**
  49220. * Uploads the texture info contained in the env file to the GPU.
  49221. * @param texture defines the internal texture to upload to
  49222. * @param arrayBuffer defines the buffer cotaining the data to load
  49223. * @param info defines the texture info retrieved through the GetEnvInfo method
  49224. * @returns a promise
  49225. */
  49226. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49227. /**
  49228. * Uploads the levels of image data to the GPU.
  49229. * @param texture defines the internal texture to upload to
  49230. * @param imageData defines the array buffer views of image data [mipmap][face]
  49231. * @returns a promise
  49232. */
  49233. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49234. /**
  49235. * Uploads spherical polynomials information to the texture.
  49236. * @param texture defines the texture we are trying to upload the information to
  49237. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49238. */
  49239. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49240. /** @hidden */
  49241. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49242. }
  49243. }
  49244. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49245. import { Nullable } from "babylonjs/types";
  49246. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49247. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49248. /**
  49249. * Implementation of the ENV Texture Loader.
  49250. * @hidden
  49251. */
  49252. export class _ENVTextureLoader implements IInternalTextureLoader {
  49253. /**
  49254. * Defines wether the loader supports cascade loading the different faces.
  49255. */
  49256. readonly supportCascades: boolean;
  49257. /**
  49258. * This returns if the loader support the current file information.
  49259. * @param extension defines the file extension of the file being loaded
  49260. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49261. * @param fallback defines the fallback internal texture if any
  49262. * @param isBase64 defines whether the texture is encoded as a base64
  49263. * @param isBuffer defines whether the texture data are stored as a buffer
  49264. * @returns true if the loader can load the specified file
  49265. */
  49266. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49267. /**
  49268. * Transform the url before loading if required.
  49269. * @param rootUrl the url of the texture
  49270. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49271. * @returns the transformed texture
  49272. */
  49273. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49274. /**
  49275. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49276. * @param rootUrl the url of the texture
  49277. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49278. * @returns the fallback texture
  49279. */
  49280. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49281. /**
  49282. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49283. * @param data contains the texture data
  49284. * @param texture defines the BabylonJS internal texture
  49285. * @param createPolynomials will be true if polynomials have been requested
  49286. * @param onLoad defines the callback to trigger once the texture is ready
  49287. * @param onError defines the callback to trigger in case of error
  49288. */
  49289. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49290. /**
  49291. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49292. * @param data contains the texture data
  49293. * @param texture defines the BabylonJS internal texture
  49294. * @param callback defines the method to call once ready to upload
  49295. */
  49296. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49297. }
  49298. }
  49299. declare module "babylonjs/Misc/khronosTextureContainer" {
  49300. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49301. /**
  49302. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49303. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49304. */
  49305. export class KhronosTextureContainer {
  49306. /** contents of the KTX container file */
  49307. arrayBuffer: any;
  49308. private static HEADER_LEN;
  49309. private static COMPRESSED_2D;
  49310. private static COMPRESSED_3D;
  49311. private static TEX_2D;
  49312. private static TEX_3D;
  49313. /**
  49314. * Gets the openGL type
  49315. */
  49316. glType: number;
  49317. /**
  49318. * Gets the openGL type size
  49319. */
  49320. glTypeSize: number;
  49321. /**
  49322. * Gets the openGL format
  49323. */
  49324. glFormat: number;
  49325. /**
  49326. * Gets the openGL internal format
  49327. */
  49328. glInternalFormat: number;
  49329. /**
  49330. * Gets the base internal format
  49331. */
  49332. glBaseInternalFormat: number;
  49333. /**
  49334. * Gets image width in pixel
  49335. */
  49336. pixelWidth: number;
  49337. /**
  49338. * Gets image height in pixel
  49339. */
  49340. pixelHeight: number;
  49341. /**
  49342. * Gets image depth in pixels
  49343. */
  49344. pixelDepth: number;
  49345. /**
  49346. * Gets the number of array elements
  49347. */
  49348. numberOfArrayElements: number;
  49349. /**
  49350. * Gets the number of faces
  49351. */
  49352. numberOfFaces: number;
  49353. /**
  49354. * Gets the number of mipmap levels
  49355. */
  49356. numberOfMipmapLevels: number;
  49357. /**
  49358. * Gets the bytes of key value data
  49359. */
  49360. bytesOfKeyValueData: number;
  49361. /**
  49362. * Gets the load type
  49363. */
  49364. loadType: number;
  49365. /**
  49366. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49367. */
  49368. isInvalid: boolean;
  49369. /**
  49370. * Creates a new KhronosTextureContainer
  49371. * @param arrayBuffer contents of the KTX container file
  49372. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49373. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49374. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49375. */
  49376. constructor(
  49377. /** contents of the KTX container file */
  49378. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49379. /**
  49380. * Uploads KTX content to a Babylon Texture.
  49381. * It is assumed that the texture has already been created & is currently bound
  49382. * @hidden
  49383. */
  49384. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49385. private _upload2DCompressedLevels;
  49386. }
  49387. }
  49388. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49389. import { Nullable } from "babylonjs/types";
  49390. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49391. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49392. /**
  49393. * Implementation of the KTX Texture Loader.
  49394. * @hidden
  49395. */
  49396. export class _KTXTextureLoader implements IInternalTextureLoader {
  49397. /**
  49398. * Defines wether the loader supports cascade loading the different faces.
  49399. */
  49400. readonly supportCascades: boolean;
  49401. /**
  49402. * This returns if the loader support the current file information.
  49403. * @param extension defines the file extension of the file being loaded
  49404. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49405. * @param fallback defines the fallback internal texture if any
  49406. * @param isBase64 defines whether the texture is encoded as a base64
  49407. * @param isBuffer defines whether the texture data are stored as a buffer
  49408. * @returns true if the loader can load the specified file
  49409. */
  49410. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49411. /**
  49412. * Transform the url before loading if required.
  49413. * @param rootUrl the url of the texture
  49414. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49415. * @returns the transformed texture
  49416. */
  49417. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49418. /**
  49419. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49420. * @param rootUrl the url of the texture
  49421. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49422. * @returns the fallback texture
  49423. */
  49424. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49425. /**
  49426. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49427. * @param data contains the texture data
  49428. * @param texture defines the BabylonJS internal texture
  49429. * @param createPolynomials will be true if polynomials have been requested
  49430. * @param onLoad defines the callback to trigger once the texture is ready
  49431. * @param onError defines the callback to trigger in case of error
  49432. */
  49433. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49434. /**
  49435. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49436. * @param data contains the texture data
  49437. * @param texture defines the BabylonJS internal texture
  49438. * @param callback defines the method to call once ready to upload
  49439. */
  49440. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49441. }
  49442. }
  49443. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49444. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49445. import { Scene } from "babylonjs/scene";
  49446. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49447. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49448. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49449. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49450. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49451. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49453. /**
  49454. * Options for the default xr helper
  49455. */
  49456. export class WebXRDefaultExperienceOptions {
  49457. /**
  49458. * Floor meshes that should be used for teleporting
  49459. */
  49460. floorMeshes: Array<AbstractMesh>;
  49461. }
  49462. /**
  49463. * Default experience which provides a similar setup to the previous webVRExperience
  49464. */
  49465. export class WebXRDefaultExperience {
  49466. /**
  49467. * Base experience
  49468. */
  49469. baseExperience: WebXRExperienceHelper;
  49470. /**
  49471. * Input experience extension
  49472. */
  49473. input: WebXRInput;
  49474. /**
  49475. * Loads the controller models
  49476. */
  49477. controllerModelLoader: WebXRControllerModelLoader;
  49478. /**
  49479. * Enables laser pointer and selection
  49480. */
  49481. pointerSelection: WebXRControllerPointerSelection;
  49482. /**
  49483. * Enables teleportation
  49484. */
  49485. teleportation: WebXRControllerTeleportation;
  49486. /**
  49487. * Enables ui for enetering/exiting xr
  49488. */
  49489. enterExitUI: WebXREnterExitUI;
  49490. /**
  49491. * Default output canvas xr should render to
  49492. */
  49493. outputCanvas: WebXRManagedOutputCanvas;
  49494. /**
  49495. * Creates the default xr experience
  49496. * @param scene scene
  49497. * @param options options for basic configuration
  49498. * @returns resulting WebXRDefaultExperience
  49499. */
  49500. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49501. private constructor();
  49502. /**
  49503. * DIsposes of the experience helper
  49504. */
  49505. dispose(): void;
  49506. }
  49507. }
  49508. declare module "babylonjs/Helpers/sceneHelpers" {
  49509. import { Nullable } from "babylonjs/types";
  49510. import { Mesh } from "babylonjs/Meshes/mesh";
  49511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49512. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49513. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49514. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49515. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49516. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49517. import "babylonjs/Meshes/Builders/boxBuilder";
  49518. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49519. /** @hidden */
  49520. export var _forceSceneHelpersToBundle: boolean;
  49521. module "babylonjs/scene" {
  49522. interface Scene {
  49523. /**
  49524. * Creates a default light for the scene.
  49525. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49526. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49527. */
  49528. createDefaultLight(replace?: boolean): void;
  49529. /**
  49530. * Creates a default camera for the scene.
  49531. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49532. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49533. * @param replace has default false, when true replaces the active camera in the scene
  49534. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49535. */
  49536. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49537. /**
  49538. * Creates a default camera and a default light.
  49539. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49540. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49541. * @param replace has the default false, when true replaces the active camera/light in the scene
  49542. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49543. */
  49544. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49545. /**
  49546. * Creates a new sky box
  49547. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49548. * @param environmentTexture defines the texture to use as environment texture
  49549. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49550. * @param scale defines the overall scale of the skybox
  49551. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49552. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49553. * @returns a new mesh holding the sky box
  49554. */
  49555. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49556. /**
  49557. * Creates a new environment
  49558. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49559. * @param options defines the options you can use to configure the environment
  49560. * @returns the new EnvironmentHelper
  49561. */
  49562. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49563. /**
  49564. * Creates a new VREXperienceHelper
  49565. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49566. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49567. * @returns a new VREXperienceHelper
  49568. */
  49569. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49570. /**
  49571. * Creates a new WebXRDefaultExperience
  49572. * @see http://doc.babylonjs.com/how_to/webxr
  49573. * @param options experience options
  49574. * @returns a promise for a new WebXRDefaultExperience
  49575. */
  49576. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49577. }
  49578. }
  49579. }
  49580. declare module "babylonjs/Helpers/videoDome" {
  49581. import { Scene } from "babylonjs/scene";
  49582. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49583. import { Mesh } from "babylonjs/Meshes/mesh";
  49584. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49585. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49586. import "babylonjs/Meshes/Builders/sphereBuilder";
  49587. /**
  49588. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49589. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49590. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49591. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49592. */
  49593. export class VideoDome extends TransformNode {
  49594. /**
  49595. * Define the video source as a Monoscopic panoramic 360 video.
  49596. */
  49597. static readonly MODE_MONOSCOPIC: number;
  49598. /**
  49599. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49600. */
  49601. static readonly MODE_TOPBOTTOM: number;
  49602. /**
  49603. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49604. */
  49605. static readonly MODE_SIDEBYSIDE: number;
  49606. private _useDirectMapping;
  49607. /**
  49608. * The video texture being displayed on the sphere
  49609. */
  49610. protected _videoTexture: VideoTexture;
  49611. /**
  49612. * Gets the video texture being displayed on the sphere
  49613. */
  49614. readonly videoTexture: VideoTexture;
  49615. /**
  49616. * The skybox material
  49617. */
  49618. protected _material: BackgroundMaterial;
  49619. /**
  49620. * The surface used for the skybox
  49621. */
  49622. protected _mesh: Mesh;
  49623. /**
  49624. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49625. * Also see the options.resolution property.
  49626. */
  49627. fovMultiplier: number;
  49628. private _videoMode;
  49629. /**
  49630. * Gets or set the current video mode for the video. It can be:
  49631. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49632. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49633. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49634. */
  49635. videoMode: number;
  49636. /**
  49637. * Oberserver used in Stereoscopic VR Mode.
  49638. */
  49639. private _onBeforeCameraRenderObserver;
  49640. /**
  49641. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49642. * @param name Element's name, child elements will append suffixes for their own names.
  49643. * @param urlsOrVideo defines the url(s) or the video element to use
  49644. * @param options An object containing optional or exposed sub element properties
  49645. */
  49646. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49647. resolution?: number;
  49648. clickToPlay?: boolean;
  49649. autoPlay?: boolean;
  49650. loop?: boolean;
  49651. size?: number;
  49652. poster?: string;
  49653. faceForward?: boolean;
  49654. useDirectMapping?: boolean;
  49655. }, scene: Scene);
  49656. private _changeVideoMode;
  49657. /**
  49658. * Releases resources associated with this node.
  49659. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49660. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49661. */
  49662. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49663. }
  49664. }
  49665. declare module "babylonjs/Helpers/index" {
  49666. export * from "babylonjs/Helpers/environmentHelper";
  49667. export * from "babylonjs/Helpers/photoDome";
  49668. export * from "babylonjs/Helpers/sceneHelpers";
  49669. export * from "babylonjs/Helpers/videoDome";
  49670. }
  49671. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49672. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49673. import { IDisposable } from "babylonjs/scene";
  49674. import { Engine } from "babylonjs/Engines/engine";
  49675. /**
  49676. * This class can be used to get instrumentation data from a Babylon engine
  49677. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49678. */
  49679. export class EngineInstrumentation implements IDisposable {
  49680. /**
  49681. * Define the instrumented engine.
  49682. */
  49683. engine: Engine;
  49684. private _captureGPUFrameTime;
  49685. private _gpuFrameTimeToken;
  49686. private _gpuFrameTime;
  49687. private _captureShaderCompilationTime;
  49688. private _shaderCompilationTime;
  49689. private _onBeginFrameObserver;
  49690. private _onEndFrameObserver;
  49691. private _onBeforeShaderCompilationObserver;
  49692. private _onAfterShaderCompilationObserver;
  49693. /**
  49694. * Gets the perf counter used for GPU frame time
  49695. */
  49696. readonly gpuFrameTimeCounter: PerfCounter;
  49697. /**
  49698. * Gets the GPU frame time capture status
  49699. */
  49700. /**
  49701. * Enable or disable the GPU frame time capture
  49702. */
  49703. captureGPUFrameTime: boolean;
  49704. /**
  49705. * Gets the perf counter used for shader compilation time
  49706. */
  49707. readonly shaderCompilationTimeCounter: PerfCounter;
  49708. /**
  49709. * Gets the shader compilation time capture status
  49710. */
  49711. /**
  49712. * Enable or disable the shader compilation time capture
  49713. */
  49714. captureShaderCompilationTime: boolean;
  49715. /**
  49716. * Instantiates a new engine instrumentation.
  49717. * This class can be used to get instrumentation data from a Babylon engine
  49718. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49719. * @param engine Defines the engine to instrument
  49720. */
  49721. constructor(
  49722. /**
  49723. * Define the instrumented engine.
  49724. */
  49725. engine: Engine);
  49726. /**
  49727. * Dispose and release associated resources.
  49728. */
  49729. dispose(): void;
  49730. }
  49731. }
  49732. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49733. import { Scene, IDisposable } from "babylonjs/scene";
  49734. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49735. /**
  49736. * This class can be used to get instrumentation data from a Babylon engine
  49737. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49738. */
  49739. export class SceneInstrumentation implements IDisposable {
  49740. /**
  49741. * Defines the scene to instrument
  49742. */
  49743. scene: Scene;
  49744. private _captureActiveMeshesEvaluationTime;
  49745. private _activeMeshesEvaluationTime;
  49746. private _captureRenderTargetsRenderTime;
  49747. private _renderTargetsRenderTime;
  49748. private _captureFrameTime;
  49749. private _frameTime;
  49750. private _captureRenderTime;
  49751. private _renderTime;
  49752. private _captureInterFrameTime;
  49753. private _interFrameTime;
  49754. private _captureParticlesRenderTime;
  49755. private _particlesRenderTime;
  49756. private _captureSpritesRenderTime;
  49757. private _spritesRenderTime;
  49758. private _capturePhysicsTime;
  49759. private _physicsTime;
  49760. private _captureAnimationsTime;
  49761. private _animationsTime;
  49762. private _captureCameraRenderTime;
  49763. private _cameraRenderTime;
  49764. private _onBeforeActiveMeshesEvaluationObserver;
  49765. private _onAfterActiveMeshesEvaluationObserver;
  49766. private _onBeforeRenderTargetsRenderObserver;
  49767. private _onAfterRenderTargetsRenderObserver;
  49768. private _onAfterRenderObserver;
  49769. private _onBeforeDrawPhaseObserver;
  49770. private _onAfterDrawPhaseObserver;
  49771. private _onBeforeAnimationsObserver;
  49772. private _onBeforeParticlesRenderingObserver;
  49773. private _onAfterParticlesRenderingObserver;
  49774. private _onBeforeSpritesRenderingObserver;
  49775. private _onAfterSpritesRenderingObserver;
  49776. private _onBeforePhysicsObserver;
  49777. private _onAfterPhysicsObserver;
  49778. private _onAfterAnimationsObserver;
  49779. private _onBeforeCameraRenderObserver;
  49780. private _onAfterCameraRenderObserver;
  49781. /**
  49782. * Gets the perf counter used for active meshes evaluation time
  49783. */
  49784. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49785. /**
  49786. * Gets the active meshes evaluation time capture status
  49787. */
  49788. /**
  49789. * Enable or disable the active meshes evaluation time capture
  49790. */
  49791. captureActiveMeshesEvaluationTime: boolean;
  49792. /**
  49793. * Gets the perf counter used for render targets render time
  49794. */
  49795. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49796. /**
  49797. * Gets the render targets render time capture status
  49798. */
  49799. /**
  49800. * Enable or disable the render targets render time capture
  49801. */
  49802. captureRenderTargetsRenderTime: boolean;
  49803. /**
  49804. * Gets the perf counter used for particles render time
  49805. */
  49806. readonly particlesRenderTimeCounter: PerfCounter;
  49807. /**
  49808. * Gets the particles render time capture status
  49809. */
  49810. /**
  49811. * Enable or disable the particles render time capture
  49812. */
  49813. captureParticlesRenderTime: boolean;
  49814. /**
  49815. * Gets the perf counter used for sprites render time
  49816. */
  49817. readonly spritesRenderTimeCounter: PerfCounter;
  49818. /**
  49819. * Gets the sprites render time capture status
  49820. */
  49821. /**
  49822. * Enable or disable the sprites render time capture
  49823. */
  49824. captureSpritesRenderTime: boolean;
  49825. /**
  49826. * Gets the perf counter used for physics time
  49827. */
  49828. readonly physicsTimeCounter: PerfCounter;
  49829. /**
  49830. * Gets the physics time capture status
  49831. */
  49832. /**
  49833. * Enable or disable the physics time capture
  49834. */
  49835. capturePhysicsTime: boolean;
  49836. /**
  49837. * Gets the perf counter used for animations time
  49838. */
  49839. readonly animationsTimeCounter: PerfCounter;
  49840. /**
  49841. * Gets the animations time capture status
  49842. */
  49843. /**
  49844. * Enable or disable the animations time capture
  49845. */
  49846. captureAnimationsTime: boolean;
  49847. /**
  49848. * Gets the perf counter used for frame time capture
  49849. */
  49850. readonly frameTimeCounter: PerfCounter;
  49851. /**
  49852. * Gets the frame time capture status
  49853. */
  49854. /**
  49855. * Enable or disable the frame time capture
  49856. */
  49857. captureFrameTime: boolean;
  49858. /**
  49859. * Gets the perf counter used for inter-frames time capture
  49860. */
  49861. readonly interFrameTimeCounter: PerfCounter;
  49862. /**
  49863. * Gets the inter-frames time capture status
  49864. */
  49865. /**
  49866. * Enable or disable the inter-frames time capture
  49867. */
  49868. captureInterFrameTime: boolean;
  49869. /**
  49870. * Gets the perf counter used for render time capture
  49871. */
  49872. readonly renderTimeCounter: PerfCounter;
  49873. /**
  49874. * Gets the render time capture status
  49875. */
  49876. /**
  49877. * Enable or disable the render time capture
  49878. */
  49879. captureRenderTime: boolean;
  49880. /**
  49881. * Gets the perf counter used for camera render time capture
  49882. */
  49883. readonly cameraRenderTimeCounter: PerfCounter;
  49884. /**
  49885. * Gets the camera render time capture status
  49886. */
  49887. /**
  49888. * Enable or disable the camera render time capture
  49889. */
  49890. captureCameraRenderTime: boolean;
  49891. /**
  49892. * Gets the perf counter used for draw calls
  49893. */
  49894. readonly drawCallsCounter: PerfCounter;
  49895. /**
  49896. * Instantiates a new scene instrumentation.
  49897. * This class can be used to get instrumentation data from a Babylon engine
  49898. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49899. * @param scene Defines the scene to instrument
  49900. */
  49901. constructor(
  49902. /**
  49903. * Defines the scene to instrument
  49904. */
  49905. scene: Scene);
  49906. /**
  49907. * Dispose and release associated resources.
  49908. */
  49909. dispose(): void;
  49910. }
  49911. }
  49912. declare module "babylonjs/Instrumentation/index" {
  49913. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49914. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49915. export * from "babylonjs/Instrumentation/timeToken";
  49916. }
  49917. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49918. /** @hidden */
  49919. export var glowMapGenerationPixelShader: {
  49920. name: string;
  49921. shader: string;
  49922. };
  49923. }
  49924. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49925. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49926. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49927. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49928. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49929. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49930. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49931. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49932. /** @hidden */
  49933. export var glowMapGenerationVertexShader: {
  49934. name: string;
  49935. shader: string;
  49936. };
  49937. }
  49938. declare module "babylonjs/Layers/effectLayer" {
  49939. import { Observable } from "babylonjs/Misc/observable";
  49940. import { Nullable } from "babylonjs/types";
  49941. import { Camera } from "babylonjs/Cameras/camera";
  49942. import { Scene } from "babylonjs/scene";
  49943. import { ISize } from "babylonjs/Maths/math.size";
  49944. import { Color4 } from "babylonjs/Maths/math.color";
  49945. import { Engine } from "babylonjs/Engines/engine";
  49946. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49948. import { Mesh } from "babylonjs/Meshes/mesh";
  49949. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  49950. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49951. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49952. import { Effect } from "babylonjs/Materials/effect";
  49953. import { Material } from "babylonjs/Materials/material";
  49954. import "babylonjs/Shaders/glowMapGeneration.fragment";
  49955. import "babylonjs/Shaders/glowMapGeneration.vertex";
  49956. /**
  49957. * Effect layer options. This helps customizing the behaviour
  49958. * of the effect layer.
  49959. */
  49960. export interface IEffectLayerOptions {
  49961. /**
  49962. * Multiplication factor apply to the canvas size to compute the render target size
  49963. * used to generated the objects (the smaller the faster).
  49964. */
  49965. mainTextureRatio: number;
  49966. /**
  49967. * Enforces a fixed size texture to ensure effect stability across devices.
  49968. */
  49969. mainTextureFixedSize?: number;
  49970. /**
  49971. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  49972. */
  49973. alphaBlendingMode: number;
  49974. /**
  49975. * The camera attached to the layer.
  49976. */
  49977. camera: Nullable<Camera>;
  49978. /**
  49979. * The rendering group to draw the layer in.
  49980. */
  49981. renderingGroupId: number;
  49982. }
  49983. /**
  49984. * The effect layer Helps adding post process effect blended with the main pass.
  49985. *
  49986. * This can be for instance use to generate glow or higlight effects on the scene.
  49987. *
  49988. * The effect layer class can not be used directly and is intented to inherited from to be
  49989. * customized per effects.
  49990. */
  49991. export abstract class EffectLayer {
  49992. private _vertexBuffers;
  49993. private _indexBuffer;
  49994. private _cachedDefines;
  49995. private _effectLayerMapGenerationEffect;
  49996. private _effectLayerOptions;
  49997. private _mergeEffect;
  49998. protected _scene: Scene;
  49999. protected _engine: Engine;
  50000. protected _maxSize: number;
  50001. protected _mainTextureDesiredSize: ISize;
  50002. protected _mainTexture: RenderTargetTexture;
  50003. protected _shouldRender: boolean;
  50004. protected _postProcesses: PostProcess[];
  50005. protected _textures: BaseTexture[];
  50006. protected _emissiveTextureAndColor: {
  50007. texture: Nullable<BaseTexture>;
  50008. color: Color4;
  50009. };
  50010. /**
  50011. * The name of the layer
  50012. */
  50013. name: string;
  50014. /**
  50015. * The clear color of the texture used to generate the glow map.
  50016. */
  50017. neutralColor: Color4;
  50018. /**
  50019. * Specifies wether the highlight layer is enabled or not.
  50020. */
  50021. isEnabled: boolean;
  50022. /**
  50023. * Gets the camera attached to the layer.
  50024. */
  50025. readonly camera: Nullable<Camera>;
  50026. /**
  50027. * Gets the rendering group id the layer should render in.
  50028. */
  50029. renderingGroupId: number;
  50030. /**
  50031. * An event triggered when the effect layer has been disposed.
  50032. */
  50033. onDisposeObservable: Observable<EffectLayer>;
  50034. /**
  50035. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50036. */
  50037. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50038. /**
  50039. * An event triggered when the generated texture is being merged in the scene.
  50040. */
  50041. onBeforeComposeObservable: Observable<EffectLayer>;
  50042. /**
  50043. * An event triggered when the generated texture has been merged in the scene.
  50044. */
  50045. onAfterComposeObservable: Observable<EffectLayer>;
  50046. /**
  50047. * An event triggered when the efffect layer changes its size.
  50048. */
  50049. onSizeChangedObservable: Observable<EffectLayer>;
  50050. /** @hidden */
  50051. static _SceneComponentInitialization: (scene: Scene) => void;
  50052. /**
  50053. * Instantiates a new effect Layer and references it in the scene.
  50054. * @param name The name of the layer
  50055. * @param scene The scene to use the layer in
  50056. */
  50057. constructor(
  50058. /** The Friendly of the effect in the scene */
  50059. name: string, scene: Scene);
  50060. /**
  50061. * Get the effect name of the layer.
  50062. * @return The effect name
  50063. */
  50064. abstract getEffectName(): string;
  50065. /**
  50066. * Checks for the readiness of the element composing the layer.
  50067. * @param subMesh the mesh to check for
  50068. * @param useInstances specify wether or not to use instances to render the mesh
  50069. * @return true if ready otherwise, false
  50070. */
  50071. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50072. /**
  50073. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50074. * @returns true if the effect requires stencil during the main canvas render pass.
  50075. */
  50076. abstract needStencil(): boolean;
  50077. /**
  50078. * Create the merge effect. This is the shader use to blit the information back
  50079. * to the main canvas at the end of the scene rendering.
  50080. * @returns The effect containing the shader used to merge the effect on the main canvas
  50081. */
  50082. protected abstract _createMergeEffect(): Effect;
  50083. /**
  50084. * Creates the render target textures and post processes used in the effect layer.
  50085. */
  50086. protected abstract _createTextureAndPostProcesses(): void;
  50087. /**
  50088. * Implementation specific of rendering the generating effect on the main canvas.
  50089. * @param effect The effect used to render through
  50090. */
  50091. protected abstract _internalRender(effect: Effect): void;
  50092. /**
  50093. * Sets the required values for both the emissive texture and and the main color.
  50094. */
  50095. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50096. /**
  50097. * Free any resources and references associated to a mesh.
  50098. * Internal use
  50099. * @param mesh The mesh to free.
  50100. */
  50101. abstract _disposeMesh(mesh: Mesh): void;
  50102. /**
  50103. * Serializes this layer (Glow or Highlight for example)
  50104. * @returns a serialized layer object
  50105. */
  50106. abstract serialize?(): any;
  50107. /**
  50108. * Initializes the effect layer with the required options.
  50109. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50110. */
  50111. protected _init(options: Partial<IEffectLayerOptions>): void;
  50112. /**
  50113. * Generates the index buffer of the full screen quad blending to the main canvas.
  50114. */
  50115. private _generateIndexBuffer;
  50116. /**
  50117. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50118. */
  50119. private _generateVertexBuffer;
  50120. /**
  50121. * Sets the main texture desired size which is the closest power of two
  50122. * of the engine canvas size.
  50123. */
  50124. private _setMainTextureSize;
  50125. /**
  50126. * Creates the main texture for the effect layer.
  50127. */
  50128. protected _createMainTexture(): void;
  50129. /**
  50130. * Adds specific effects defines.
  50131. * @param defines The defines to add specifics to.
  50132. */
  50133. protected _addCustomEffectDefines(defines: string[]): void;
  50134. /**
  50135. * Checks for the readiness of the element composing the layer.
  50136. * @param subMesh the mesh to check for
  50137. * @param useInstances specify wether or not to use instances to render the mesh
  50138. * @param emissiveTexture the associated emissive texture used to generate the glow
  50139. * @return true if ready otherwise, false
  50140. */
  50141. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50142. /**
  50143. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50144. */
  50145. render(): void;
  50146. /**
  50147. * Determine if a given mesh will be used in the current effect.
  50148. * @param mesh mesh to test
  50149. * @returns true if the mesh will be used
  50150. */
  50151. hasMesh(mesh: AbstractMesh): boolean;
  50152. /**
  50153. * Returns true if the layer contains information to display, otherwise false.
  50154. * @returns true if the glow layer should be rendered
  50155. */
  50156. shouldRender(): boolean;
  50157. /**
  50158. * Returns true if the mesh should render, otherwise false.
  50159. * @param mesh The mesh to render
  50160. * @returns true if it should render otherwise false
  50161. */
  50162. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50163. /**
  50164. * Returns true if the mesh can be rendered, otherwise false.
  50165. * @param mesh The mesh to render
  50166. * @param material The material used on the mesh
  50167. * @returns true if it can be rendered otherwise false
  50168. */
  50169. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50170. /**
  50171. * Returns true if the mesh should render, otherwise false.
  50172. * @param mesh The mesh to render
  50173. * @returns true if it should render otherwise false
  50174. */
  50175. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50176. /**
  50177. * Renders the submesh passed in parameter to the generation map.
  50178. */
  50179. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50180. /**
  50181. * Rebuild the required buffers.
  50182. * @hidden Internal use only.
  50183. */
  50184. _rebuild(): void;
  50185. /**
  50186. * Dispose only the render target textures and post process.
  50187. */
  50188. private _disposeTextureAndPostProcesses;
  50189. /**
  50190. * Dispose the highlight layer and free resources.
  50191. */
  50192. dispose(): void;
  50193. /**
  50194. * Gets the class name of the effect layer
  50195. * @returns the string with the class name of the effect layer
  50196. */
  50197. getClassName(): string;
  50198. /**
  50199. * Creates an effect layer from parsed effect layer data
  50200. * @param parsedEffectLayer defines effect layer data
  50201. * @param scene defines the current scene
  50202. * @param rootUrl defines the root URL containing the effect layer information
  50203. * @returns a parsed effect Layer
  50204. */
  50205. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50206. }
  50207. }
  50208. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50209. import { Scene } from "babylonjs/scene";
  50210. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50211. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50212. import { AbstractScene } from "babylonjs/abstractScene";
  50213. module "babylonjs/abstractScene" {
  50214. interface AbstractScene {
  50215. /**
  50216. * The list of effect layers (highlights/glow) added to the scene
  50217. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50218. * @see http://doc.babylonjs.com/how_to/glow_layer
  50219. */
  50220. effectLayers: Array<EffectLayer>;
  50221. /**
  50222. * Removes the given effect layer from this scene.
  50223. * @param toRemove defines the effect layer to remove
  50224. * @returns the index of the removed effect layer
  50225. */
  50226. removeEffectLayer(toRemove: EffectLayer): number;
  50227. /**
  50228. * Adds the given effect layer to this scene
  50229. * @param newEffectLayer defines the effect layer to add
  50230. */
  50231. addEffectLayer(newEffectLayer: EffectLayer): void;
  50232. }
  50233. }
  50234. /**
  50235. * Defines the layer scene component responsible to manage any effect layers
  50236. * in a given scene.
  50237. */
  50238. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50239. /**
  50240. * The component name helpfull to identify the component in the list of scene components.
  50241. */
  50242. readonly name: string;
  50243. /**
  50244. * The scene the component belongs to.
  50245. */
  50246. scene: Scene;
  50247. private _engine;
  50248. private _renderEffects;
  50249. private _needStencil;
  50250. private _previousStencilState;
  50251. /**
  50252. * Creates a new instance of the component for the given scene
  50253. * @param scene Defines the scene to register the component in
  50254. */
  50255. constructor(scene: Scene);
  50256. /**
  50257. * Registers the component in a given scene
  50258. */
  50259. register(): void;
  50260. /**
  50261. * Rebuilds the elements related to this component in case of
  50262. * context lost for instance.
  50263. */
  50264. rebuild(): void;
  50265. /**
  50266. * Serializes the component data to the specified json object
  50267. * @param serializationObject The object to serialize to
  50268. */
  50269. serialize(serializationObject: any): void;
  50270. /**
  50271. * Adds all the elements from the container to the scene
  50272. * @param container the container holding the elements
  50273. */
  50274. addFromContainer(container: AbstractScene): void;
  50275. /**
  50276. * Removes all the elements in the container from the scene
  50277. * @param container contains the elements to remove
  50278. * @param dispose if the removed element should be disposed (default: false)
  50279. */
  50280. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50281. /**
  50282. * Disposes the component and the associated ressources.
  50283. */
  50284. dispose(): void;
  50285. private _isReadyForMesh;
  50286. private _renderMainTexture;
  50287. private _setStencil;
  50288. private _setStencilBack;
  50289. private _draw;
  50290. private _drawCamera;
  50291. private _drawRenderingGroup;
  50292. }
  50293. }
  50294. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50295. /** @hidden */
  50296. export var glowMapMergePixelShader: {
  50297. name: string;
  50298. shader: string;
  50299. };
  50300. }
  50301. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50302. /** @hidden */
  50303. export var glowMapMergeVertexShader: {
  50304. name: string;
  50305. shader: string;
  50306. };
  50307. }
  50308. declare module "babylonjs/Layers/glowLayer" {
  50309. import { Nullable } from "babylonjs/types";
  50310. import { Camera } from "babylonjs/Cameras/camera";
  50311. import { Scene } from "babylonjs/scene";
  50312. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50313. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50314. import { Mesh } from "babylonjs/Meshes/mesh";
  50315. import { Texture } from "babylonjs/Materials/Textures/texture";
  50316. import { Effect } from "babylonjs/Materials/effect";
  50317. import { Material } from "babylonjs/Materials/material";
  50318. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50319. import { Color4 } from "babylonjs/Maths/math.color";
  50320. import "babylonjs/Shaders/glowMapMerge.fragment";
  50321. import "babylonjs/Shaders/glowMapMerge.vertex";
  50322. import "babylonjs/Layers/effectLayerSceneComponent";
  50323. module "babylonjs/abstractScene" {
  50324. interface AbstractScene {
  50325. /**
  50326. * Return a the first highlight layer of the scene with a given name.
  50327. * @param name The name of the highlight layer to look for.
  50328. * @return The highlight layer if found otherwise null.
  50329. */
  50330. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50331. }
  50332. }
  50333. /**
  50334. * Glow layer options. This helps customizing the behaviour
  50335. * of the glow layer.
  50336. */
  50337. export interface IGlowLayerOptions {
  50338. /**
  50339. * Multiplication factor apply to the canvas size to compute the render target size
  50340. * used to generated the glowing objects (the smaller the faster).
  50341. */
  50342. mainTextureRatio: number;
  50343. /**
  50344. * Enforces a fixed size texture to ensure resize independant blur.
  50345. */
  50346. mainTextureFixedSize?: number;
  50347. /**
  50348. * How big is the kernel of the blur texture.
  50349. */
  50350. blurKernelSize: number;
  50351. /**
  50352. * The camera attached to the layer.
  50353. */
  50354. camera: Nullable<Camera>;
  50355. /**
  50356. * Enable MSAA by chosing the number of samples.
  50357. */
  50358. mainTextureSamples?: number;
  50359. /**
  50360. * The rendering group to draw the layer in.
  50361. */
  50362. renderingGroupId: number;
  50363. }
  50364. /**
  50365. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50366. *
  50367. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50368. * glowy meshes to your scene.
  50369. *
  50370. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50371. */
  50372. export class GlowLayer extends EffectLayer {
  50373. /**
  50374. * Effect Name of the layer.
  50375. */
  50376. static readonly EffectName: string;
  50377. /**
  50378. * The default blur kernel size used for the glow.
  50379. */
  50380. static DefaultBlurKernelSize: number;
  50381. /**
  50382. * The default texture size ratio used for the glow.
  50383. */
  50384. static DefaultTextureRatio: number;
  50385. /**
  50386. * Sets the kernel size of the blur.
  50387. */
  50388. /**
  50389. * Gets the kernel size of the blur.
  50390. */
  50391. blurKernelSize: number;
  50392. /**
  50393. * Sets the glow intensity.
  50394. */
  50395. /**
  50396. * Gets the glow intensity.
  50397. */
  50398. intensity: number;
  50399. private _options;
  50400. private _intensity;
  50401. private _horizontalBlurPostprocess1;
  50402. private _verticalBlurPostprocess1;
  50403. private _horizontalBlurPostprocess2;
  50404. private _verticalBlurPostprocess2;
  50405. private _blurTexture1;
  50406. private _blurTexture2;
  50407. private _postProcesses1;
  50408. private _postProcesses2;
  50409. private _includedOnlyMeshes;
  50410. private _excludedMeshes;
  50411. /**
  50412. * Callback used to let the user override the color selection on a per mesh basis
  50413. */
  50414. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50415. /**
  50416. * Callback used to let the user override the texture selection on a per mesh basis
  50417. */
  50418. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50419. /**
  50420. * Instantiates a new glow Layer and references it to the scene.
  50421. * @param name The name of the layer
  50422. * @param scene The scene to use the layer in
  50423. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50424. */
  50425. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50426. /**
  50427. * Get the effect name of the layer.
  50428. * @return The effect name
  50429. */
  50430. getEffectName(): string;
  50431. /**
  50432. * Create the merge effect. This is the shader use to blit the information back
  50433. * to the main canvas at the end of the scene rendering.
  50434. */
  50435. protected _createMergeEffect(): Effect;
  50436. /**
  50437. * Creates the render target textures and post processes used in the glow layer.
  50438. */
  50439. protected _createTextureAndPostProcesses(): void;
  50440. /**
  50441. * Checks for the readiness of the element composing the layer.
  50442. * @param subMesh the mesh to check for
  50443. * @param useInstances specify wether or not to use instances to render the mesh
  50444. * @param emissiveTexture the associated emissive texture used to generate the glow
  50445. * @return true if ready otherwise, false
  50446. */
  50447. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50448. /**
  50449. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50450. */
  50451. needStencil(): boolean;
  50452. /**
  50453. * Returns true if the mesh can be rendered, otherwise false.
  50454. * @param mesh The mesh to render
  50455. * @param material The material used on the mesh
  50456. * @returns true if it can be rendered otherwise false
  50457. */
  50458. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50459. /**
  50460. * Implementation specific of rendering the generating effect on the main canvas.
  50461. * @param effect The effect used to render through
  50462. */
  50463. protected _internalRender(effect: Effect): void;
  50464. /**
  50465. * Sets the required values for both the emissive texture and and the main color.
  50466. */
  50467. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50468. /**
  50469. * Returns true if the mesh should render, otherwise false.
  50470. * @param mesh The mesh to render
  50471. * @returns true if it should render otherwise false
  50472. */
  50473. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50474. /**
  50475. * Adds specific effects defines.
  50476. * @param defines The defines to add specifics to.
  50477. */
  50478. protected _addCustomEffectDefines(defines: string[]): void;
  50479. /**
  50480. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50481. * @param mesh The mesh to exclude from the glow layer
  50482. */
  50483. addExcludedMesh(mesh: Mesh): void;
  50484. /**
  50485. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50486. * @param mesh The mesh to remove
  50487. */
  50488. removeExcludedMesh(mesh: Mesh): void;
  50489. /**
  50490. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50491. * @param mesh The mesh to include in the glow layer
  50492. */
  50493. addIncludedOnlyMesh(mesh: Mesh): void;
  50494. /**
  50495. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50496. * @param mesh The mesh to remove
  50497. */
  50498. removeIncludedOnlyMesh(mesh: Mesh): void;
  50499. /**
  50500. * Determine if a given mesh will be used in the glow layer
  50501. * @param mesh The mesh to test
  50502. * @returns true if the mesh will be highlighted by the current glow layer
  50503. */
  50504. hasMesh(mesh: AbstractMesh): boolean;
  50505. /**
  50506. * Free any resources and references associated to a mesh.
  50507. * Internal use
  50508. * @param mesh The mesh to free.
  50509. * @hidden
  50510. */
  50511. _disposeMesh(mesh: Mesh): void;
  50512. /**
  50513. * Gets the class name of the effect layer
  50514. * @returns the string with the class name of the effect layer
  50515. */
  50516. getClassName(): string;
  50517. /**
  50518. * Serializes this glow layer
  50519. * @returns a serialized glow layer object
  50520. */
  50521. serialize(): any;
  50522. /**
  50523. * Creates a Glow Layer from parsed glow layer data
  50524. * @param parsedGlowLayer defines glow layer data
  50525. * @param scene defines the current scene
  50526. * @param rootUrl defines the root URL containing the glow layer information
  50527. * @returns a parsed Glow Layer
  50528. */
  50529. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50530. }
  50531. }
  50532. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50533. /** @hidden */
  50534. export var glowBlurPostProcessPixelShader: {
  50535. name: string;
  50536. shader: string;
  50537. };
  50538. }
  50539. declare module "babylonjs/Layers/highlightLayer" {
  50540. import { Observable } from "babylonjs/Misc/observable";
  50541. import { Nullable } from "babylonjs/types";
  50542. import { Camera } from "babylonjs/Cameras/camera";
  50543. import { Scene } from "babylonjs/scene";
  50544. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50545. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50546. import { Mesh } from "babylonjs/Meshes/mesh";
  50547. import { Effect } from "babylonjs/Materials/effect";
  50548. import { Material } from "babylonjs/Materials/material";
  50549. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50550. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50551. import "babylonjs/Shaders/glowMapMerge.fragment";
  50552. import "babylonjs/Shaders/glowMapMerge.vertex";
  50553. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50554. module "babylonjs/abstractScene" {
  50555. interface AbstractScene {
  50556. /**
  50557. * Return a the first highlight layer of the scene with a given name.
  50558. * @param name The name of the highlight layer to look for.
  50559. * @return The highlight layer if found otherwise null.
  50560. */
  50561. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50562. }
  50563. }
  50564. /**
  50565. * Highlight layer options. This helps customizing the behaviour
  50566. * of the highlight layer.
  50567. */
  50568. export interface IHighlightLayerOptions {
  50569. /**
  50570. * Multiplication factor apply to the canvas size to compute the render target size
  50571. * used to generated the glowing objects (the smaller the faster).
  50572. */
  50573. mainTextureRatio: number;
  50574. /**
  50575. * Enforces a fixed size texture to ensure resize independant blur.
  50576. */
  50577. mainTextureFixedSize?: number;
  50578. /**
  50579. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50580. * of the picture to blur (the smaller the faster).
  50581. */
  50582. blurTextureSizeRatio: number;
  50583. /**
  50584. * How big in texel of the blur texture is the vertical blur.
  50585. */
  50586. blurVerticalSize: number;
  50587. /**
  50588. * How big in texel of the blur texture is the horizontal blur.
  50589. */
  50590. blurHorizontalSize: number;
  50591. /**
  50592. * Alpha blending mode used to apply the blur. Default is combine.
  50593. */
  50594. alphaBlendingMode: number;
  50595. /**
  50596. * The camera attached to the layer.
  50597. */
  50598. camera: Nullable<Camera>;
  50599. /**
  50600. * Should we display highlight as a solid stroke?
  50601. */
  50602. isStroke?: boolean;
  50603. /**
  50604. * The rendering group to draw the layer in.
  50605. */
  50606. renderingGroupId: number;
  50607. }
  50608. /**
  50609. * The highlight layer Helps adding a glow effect around a mesh.
  50610. *
  50611. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50612. * glowy meshes to your scene.
  50613. *
  50614. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50615. */
  50616. export class HighlightLayer extends EffectLayer {
  50617. name: string;
  50618. /**
  50619. * Effect Name of the highlight layer.
  50620. */
  50621. static readonly EffectName: string;
  50622. /**
  50623. * The neutral color used during the preparation of the glow effect.
  50624. * This is black by default as the blend operation is a blend operation.
  50625. */
  50626. static NeutralColor: Color4;
  50627. /**
  50628. * Stencil value used for glowing meshes.
  50629. */
  50630. static GlowingMeshStencilReference: number;
  50631. /**
  50632. * Stencil value used for the other meshes in the scene.
  50633. */
  50634. static NormalMeshStencilReference: number;
  50635. /**
  50636. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50637. */
  50638. innerGlow: boolean;
  50639. /**
  50640. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50641. */
  50642. outerGlow: boolean;
  50643. /**
  50644. * Specifies the horizontal size of the blur.
  50645. */
  50646. /**
  50647. * Gets the horizontal size of the blur.
  50648. */
  50649. blurHorizontalSize: number;
  50650. /**
  50651. * Specifies the vertical size of the blur.
  50652. */
  50653. /**
  50654. * Gets the vertical size of the blur.
  50655. */
  50656. blurVerticalSize: number;
  50657. /**
  50658. * An event triggered when the highlight layer is being blurred.
  50659. */
  50660. onBeforeBlurObservable: Observable<HighlightLayer>;
  50661. /**
  50662. * An event triggered when the highlight layer has been blurred.
  50663. */
  50664. onAfterBlurObservable: Observable<HighlightLayer>;
  50665. private _instanceGlowingMeshStencilReference;
  50666. private _options;
  50667. private _downSamplePostprocess;
  50668. private _horizontalBlurPostprocess;
  50669. private _verticalBlurPostprocess;
  50670. private _blurTexture;
  50671. private _meshes;
  50672. private _excludedMeshes;
  50673. /**
  50674. * Instantiates a new highlight Layer and references it to the scene..
  50675. * @param name The name of the layer
  50676. * @param scene The scene to use the layer in
  50677. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50678. */
  50679. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50680. /**
  50681. * Get the effect name of the layer.
  50682. * @return The effect name
  50683. */
  50684. getEffectName(): string;
  50685. /**
  50686. * Create the merge effect. This is the shader use to blit the information back
  50687. * to the main canvas at the end of the scene rendering.
  50688. */
  50689. protected _createMergeEffect(): Effect;
  50690. /**
  50691. * Creates the render target textures and post processes used in the highlight layer.
  50692. */
  50693. protected _createTextureAndPostProcesses(): void;
  50694. /**
  50695. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50696. */
  50697. needStencil(): boolean;
  50698. /**
  50699. * Checks for the readiness of the element composing the layer.
  50700. * @param subMesh the mesh to check for
  50701. * @param useInstances specify wether or not to use instances to render the mesh
  50702. * @param emissiveTexture the associated emissive texture used to generate the glow
  50703. * @return true if ready otherwise, false
  50704. */
  50705. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50706. /**
  50707. * Implementation specific of rendering the generating effect on the main canvas.
  50708. * @param effect The effect used to render through
  50709. */
  50710. protected _internalRender(effect: Effect): void;
  50711. /**
  50712. * Returns true if the layer contains information to display, otherwise false.
  50713. */
  50714. shouldRender(): boolean;
  50715. /**
  50716. * Returns true if the mesh should render, otherwise false.
  50717. * @param mesh The mesh to render
  50718. * @returns true if it should render otherwise false
  50719. */
  50720. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50721. /**
  50722. * Sets the required values for both the emissive texture and and the main color.
  50723. */
  50724. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50725. /**
  50726. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50727. * @param mesh The mesh to exclude from the highlight layer
  50728. */
  50729. addExcludedMesh(mesh: Mesh): void;
  50730. /**
  50731. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50732. * @param mesh The mesh to highlight
  50733. */
  50734. removeExcludedMesh(mesh: Mesh): void;
  50735. /**
  50736. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50737. * @param mesh mesh to test
  50738. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50739. */
  50740. hasMesh(mesh: AbstractMesh): boolean;
  50741. /**
  50742. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50743. * @param mesh The mesh to highlight
  50744. * @param color The color of the highlight
  50745. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50746. */
  50747. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50748. /**
  50749. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50750. * @param mesh The mesh to highlight
  50751. */
  50752. removeMesh(mesh: Mesh): void;
  50753. /**
  50754. * Force the stencil to the normal expected value for none glowing parts
  50755. */
  50756. private _defaultStencilReference;
  50757. /**
  50758. * Free any resources and references associated to a mesh.
  50759. * Internal use
  50760. * @param mesh The mesh to free.
  50761. * @hidden
  50762. */
  50763. _disposeMesh(mesh: Mesh): void;
  50764. /**
  50765. * Dispose the highlight layer and free resources.
  50766. */
  50767. dispose(): void;
  50768. /**
  50769. * Gets the class name of the effect layer
  50770. * @returns the string with the class name of the effect layer
  50771. */
  50772. getClassName(): string;
  50773. /**
  50774. * Serializes this Highlight layer
  50775. * @returns a serialized Highlight layer object
  50776. */
  50777. serialize(): any;
  50778. /**
  50779. * Creates a Highlight layer from parsed Highlight layer data
  50780. * @param parsedHightlightLayer defines the Highlight layer data
  50781. * @param scene defines the current scene
  50782. * @param rootUrl defines the root URL containing the Highlight layer information
  50783. * @returns a parsed Highlight layer
  50784. */
  50785. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50786. }
  50787. }
  50788. declare module "babylonjs/Layers/layerSceneComponent" {
  50789. import { Scene } from "babylonjs/scene";
  50790. import { ISceneComponent } from "babylonjs/sceneComponent";
  50791. import { Layer } from "babylonjs/Layers/layer";
  50792. import { AbstractScene } from "babylonjs/abstractScene";
  50793. module "babylonjs/abstractScene" {
  50794. interface AbstractScene {
  50795. /**
  50796. * The list of layers (background and foreground) of the scene
  50797. */
  50798. layers: Array<Layer>;
  50799. }
  50800. }
  50801. /**
  50802. * Defines the layer scene component responsible to manage any layers
  50803. * in a given scene.
  50804. */
  50805. export class LayerSceneComponent implements ISceneComponent {
  50806. /**
  50807. * The component name helpfull to identify the component in the list of scene components.
  50808. */
  50809. readonly name: string;
  50810. /**
  50811. * The scene the component belongs to.
  50812. */
  50813. scene: Scene;
  50814. private _engine;
  50815. /**
  50816. * Creates a new instance of the component for the given scene
  50817. * @param scene Defines the scene to register the component in
  50818. */
  50819. constructor(scene: Scene);
  50820. /**
  50821. * Registers the component in a given scene
  50822. */
  50823. register(): void;
  50824. /**
  50825. * Rebuilds the elements related to this component in case of
  50826. * context lost for instance.
  50827. */
  50828. rebuild(): void;
  50829. /**
  50830. * Disposes the component and the associated ressources.
  50831. */
  50832. dispose(): void;
  50833. private _draw;
  50834. private _drawCameraPredicate;
  50835. private _drawCameraBackground;
  50836. private _drawCameraForeground;
  50837. private _drawRenderTargetPredicate;
  50838. private _drawRenderTargetBackground;
  50839. private _drawRenderTargetForeground;
  50840. /**
  50841. * Adds all the elements from the container to the scene
  50842. * @param container the container holding the elements
  50843. */
  50844. addFromContainer(container: AbstractScene): void;
  50845. /**
  50846. * Removes all the elements in the container from the scene
  50847. * @param container contains the elements to remove
  50848. * @param dispose if the removed element should be disposed (default: false)
  50849. */
  50850. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50851. }
  50852. }
  50853. declare module "babylonjs/Shaders/layer.fragment" {
  50854. /** @hidden */
  50855. export var layerPixelShader: {
  50856. name: string;
  50857. shader: string;
  50858. };
  50859. }
  50860. declare module "babylonjs/Shaders/layer.vertex" {
  50861. /** @hidden */
  50862. export var layerVertexShader: {
  50863. name: string;
  50864. shader: string;
  50865. };
  50866. }
  50867. declare module "babylonjs/Layers/layer" {
  50868. import { Observable } from "babylonjs/Misc/observable";
  50869. import { Nullable } from "babylonjs/types";
  50870. import { Scene } from "babylonjs/scene";
  50871. import { Vector2 } from "babylonjs/Maths/math.vector";
  50872. import { Color4 } from "babylonjs/Maths/math.color";
  50873. import { Texture } from "babylonjs/Materials/Textures/texture";
  50874. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50875. import "babylonjs/Shaders/layer.fragment";
  50876. import "babylonjs/Shaders/layer.vertex";
  50877. /**
  50878. * This represents a full screen 2d layer.
  50879. * This can be useful to display a picture in the background of your scene for instance.
  50880. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50881. */
  50882. export class Layer {
  50883. /**
  50884. * Define the name of the layer.
  50885. */
  50886. name: string;
  50887. /**
  50888. * Define the texture the layer should display.
  50889. */
  50890. texture: Nullable<Texture>;
  50891. /**
  50892. * Is the layer in background or foreground.
  50893. */
  50894. isBackground: boolean;
  50895. /**
  50896. * Define the color of the layer (instead of texture).
  50897. */
  50898. color: Color4;
  50899. /**
  50900. * Define the scale of the layer in order to zoom in out of the texture.
  50901. */
  50902. scale: Vector2;
  50903. /**
  50904. * Define an offset for the layer in order to shift the texture.
  50905. */
  50906. offset: Vector2;
  50907. /**
  50908. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50909. */
  50910. alphaBlendingMode: number;
  50911. /**
  50912. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50913. * Alpha test will not mix with the background color in case of transparency.
  50914. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50915. */
  50916. alphaTest: boolean;
  50917. /**
  50918. * Define a mask to restrict the layer to only some of the scene cameras.
  50919. */
  50920. layerMask: number;
  50921. /**
  50922. * Define the list of render target the layer is visible into.
  50923. */
  50924. renderTargetTextures: RenderTargetTexture[];
  50925. /**
  50926. * Define if the layer is only used in renderTarget or if it also
  50927. * renders in the main frame buffer of the canvas.
  50928. */
  50929. renderOnlyInRenderTargetTextures: boolean;
  50930. private _scene;
  50931. private _vertexBuffers;
  50932. private _indexBuffer;
  50933. private _effect;
  50934. private _alphaTestEffect;
  50935. /**
  50936. * An event triggered when the layer is disposed.
  50937. */
  50938. onDisposeObservable: Observable<Layer>;
  50939. private _onDisposeObserver;
  50940. /**
  50941. * Back compatibility with callback before the onDisposeObservable existed.
  50942. * The set callback will be triggered when the layer has been disposed.
  50943. */
  50944. onDispose: () => void;
  50945. /**
  50946. * An event triggered before rendering the scene
  50947. */
  50948. onBeforeRenderObservable: Observable<Layer>;
  50949. private _onBeforeRenderObserver;
  50950. /**
  50951. * Back compatibility with callback before the onBeforeRenderObservable existed.
  50952. * The set callback will be triggered just before rendering the layer.
  50953. */
  50954. onBeforeRender: () => void;
  50955. /**
  50956. * An event triggered after rendering the scene
  50957. */
  50958. onAfterRenderObservable: Observable<Layer>;
  50959. private _onAfterRenderObserver;
  50960. /**
  50961. * Back compatibility with callback before the onAfterRenderObservable existed.
  50962. * The set callback will be triggered just after rendering the layer.
  50963. */
  50964. onAfterRender: () => void;
  50965. /**
  50966. * Instantiates a new layer.
  50967. * This represents a full screen 2d layer.
  50968. * This can be useful to display a picture in the background of your scene for instance.
  50969. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50970. * @param name Define the name of the layer in the scene
  50971. * @param imgUrl Define the url of the texture to display in the layer
  50972. * @param scene Define the scene the layer belongs to
  50973. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  50974. * @param color Defines a color for the layer
  50975. */
  50976. constructor(
  50977. /**
  50978. * Define the name of the layer.
  50979. */
  50980. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  50981. private _createIndexBuffer;
  50982. /** @hidden */
  50983. _rebuild(): void;
  50984. /**
  50985. * Renders the layer in the scene.
  50986. */
  50987. render(): void;
  50988. /**
  50989. * Disposes and releases the associated ressources.
  50990. */
  50991. dispose(): void;
  50992. }
  50993. }
  50994. declare module "babylonjs/Layers/index" {
  50995. export * from "babylonjs/Layers/effectLayer";
  50996. export * from "babylonjs/Layers/effectLayerSceneComponent";
  50997. export * from "babylonjs/Layers/glowLayer";
  50998. export * from "babylonjs/Layers/highlightLayer";
  50999. export * from "babylonjs/Layers/layer";
  51000. export * from "babylonjs/Layers/layerSceneComponent";
  51001. }
  51002. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51003. /** @hidden */
  51004. export var lensFlarePixelShader: {
  51005. name: string;
  51006. shader: string;
  51007. };
  51008. }
  51009. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51010. /** @hidden */
  51011. export var lensFlareVertexShader: {
  51012. name: string;
  51013. shader: string;
  51014. };
  51015. }
  51016. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51017. import { Scene } from "babylonjs/scene";
  51018. import { Vector3 } from "babylonjs/Maths/math.vector";
  51019. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51020. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51021. import "babylonjs/Shaders/lensFlare.fragment";
  51022. import "babylonjs/Shaders/lensFlare.vertex";
  51023. import { Viewport } from "babylonjs/Maths/math.viewport";
  51024. /**
  51025. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51026. * It is usually composed of several `lensFlare`.
  51027. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51028. */
  51029. export class LensFlareSystem {
  51030. /**
  51031. * Define the name of the lens flare system
  51032. */
  51033. name: string;
  51034. /**
  51035. * List of lens flares used in this system.
  51036. */
  51037. lensFlares: LensFlare[];
  51038. /**
  51039. * Define a limit from the border the lens flare can be visible.
  51040. */
  51041. borderLimit: number;
  51042. /**
  51043. * Define a viewport border we do not want to see the lens flare in.
  51044. */
  51045. viewportBorder: number;
  51046. /**
  51047. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51048. */
  51049. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51050. /**
  51051. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51052. */
  51053. layerMask: number;
  51054. /**
  51055. * Define the id of the lens flare system in the scene.
  51056. * (equal to name by default)
  51057. */
  51058. id: string;
  51059. private _scene;
  51060. private _emitter;
  51061. private _vertexBuffers;
  51062. private _indexBuffer;
  51063. private _effect;
  51064. private _positionX;
  51065. private _positionY;
  51066. private _isEnabled;
  51067. /** @hidden */
  51068. static _SceneComponentInitialization: (scene: Scene) => void;
  51069. /**
  51070. * Instantiates a lens flare system.
  51071. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51072. * It is usually composed of several `lensFlare`.
  51073. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51074. * @param name Define the name of the lens flare system in the scene
  51075. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51076. * @param scene Define the scene the lens flare system belongs to
  51077. */
  51078. constructor(
  51079. /**
  51080. * Define the name of the lens flare system
  51081. */
  51082. name: string, emitter: any, scene: Scene);
  51083. /**
  51084. * Define if the lens flare system is enabled.
  51085. */
  51086. isEnabled: boolean;
  51087. /**
  51088. * Get the scene the effects belongs to.
  51089. * @returns the scene holding the lens flare system
  51090. */
  51091. getScene(): Scene;
  51092. /**
  51093. * Get the emitter of the lens flare system.
  51094. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51095. * @returns the emitter of the lens flare system
  51096. */
  51097. getEmitter(): any;
  51098. /**
  51099. * Set the emitter of the lens flare system.
  51100. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51101. * @param newEmitter Define the new emitter of the system
  51102. */
  51103. setEmitter(newEmitter: any): void;
  51104. /**
  51105. * Get the lens flare system emitter position.
  51106. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51107. * @returns the position
  51108. */
  51109. getEmitterPosition(): Vector3;
  51110. /**
  51111. * @hidden
  51112. */
  51113. computeEffectivePosition(globalViewport: Viewport): boolean;
  51114. /** @hidden */
  51115. _isVisible(): boolean;
  51116. /**
  51117. * @hidden
  51118. */
  51119. render(): boolean;
  51120. /**
  51121. * Dispose and release the lens flare with its associated resources.
  51122. */
  51123. dispose(): void;
  51124. /**
  51125. * Parse a lens flare system from a JSON repressentation
  51126. * @param parsedLensFlareSystem Define the JSON to parse
  51127. * @param scene Define the scene the parsed system should be instantiated in
  51128. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51129. * @returns the parsed system
  51130. */
  51131. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51132. /**
  51133. * Serialize the current Lens Flare System into a JSON representation.
  51134. * @returns the serialized JSON
  51135. */
  51136. serialize(): any;
  51137. }
  51138. }
  51139. declare module "babylonjs/LensFlares/lensFlare" {
  51140. import { Nullable } from "babylonjs/types";
  51141. import { Color3 } from "babylonjs/Maths/math.color";
  51142. import { Texture } from "babylonjs/Materials/Textures/texture";
  51143. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51144. /**
  51145. * This represents one of the lens effect in a `lensFlareSystem`.
  51146. * It controls one of the indiviual texture used in the effect.
  51147. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51148. */
  51149. export class LensFlare {
  51150. /**
  51151. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51152. */
  51153. size: number;
  51154. /**
  51155. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51156. */
  51157. position: number;
  51158. /**
  51159. * Define the lens color.
  51160. */
  51161. color: Color3;
  51162. /**
  51163. * Define the lens texture.
  51164. */
  51165. texture: Nullable<Texture>;
  51166. /**
  51167. * Define the alpha mode to render this particular lens.
  51168. */
  51169. alphaMode: number;
  51170. private _system;
  51171. /**
  51172. * Creates a new Lens Flare.
  51173. * This represents one of the lens effect in a `lensFlareSystem`.
  51174. * It controls one of the indiviual texture used in the effect.
  51175. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51176. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51177. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51178. * @param color Define the lens color
  51179. * @param imgUrl Define the lens texture url
  51180. * @param system Define the `lensFlareSystem` this flare is part of
  51181. * @returns The newly created Lens Flare
  51182. */
  51183. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51184. /**
  51185. * Instantiates a new Lens Flare.
  51186. * This represents one of the lens effect in a `lensFlareSystem`.
  51187. * It controls one of the indiviual texture used in the effect.
  51188. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51189. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51190. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51191. * @param color Define the lens color
  51192. * @param imgUrl Define the lens texture url
  51193. * @param system Define the `lensFlareSystem` this flare is part of
  51194. */
  51195. constructor(
  51196. /**
  51197. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51198. */
  51199. size: number,
  51200. /**
  51201. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51202. */
  51203. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51204. /**
  51205. * Dispose and release the lens flare with its associated resources.
  51206. */
  51207. dispose(): void;
  51208. }
  51209. }
  51210. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51211. import { Nullable } from "babylonjs/types";
  51212. import { Scene } from "babylonjs/scene";
  51213. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51214. import { AbstractScene } from "babylonjs/abstractScene";
  51215. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51216. module "babylonjs/abstractScene" {
  51217. interface AbstractScene {
  51218. /**
  51219. * The list of lens flare system added to the scene
  51220. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51221. */
  51222. lensFlareSystems: Array<LensFlareSystem>;
  51223. /**
  51224. * Removes the given lens flare system from this scene.
  51225. * @param toRemove The lens flare system to remove
  51226. * @returns The index of the removed lens flare system
  51227. */
  51228. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51229. /**
  51230. * Adds the given lens flare system to this scene
  51231. * @param newLensFlareSystem The lens flare system to add
  51232. */
  51233. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51234. /**
  51235. * Gets a lens flare system using its name
  51236. * @param name defines the name to look for
  51237. * @returns the lens flare system or null if not found
  51238. */
  51239. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51240. /**
  51241. * Gets a lens flare system using its id
  51242. * @param id defines the id to look for
  51243. * @returns the lens flare system or null if not found
  51244. */
  51245. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51246. }
  51247. }
  51248. /**
  51249. * Defines the lens flare scene component responsible to manage any lens flares
  51250. * in a given scene.
  51251. */
  51252. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51253. /**
  51254. * The component name helpfull to identify the component in the list of scene components.
  51255. */
  51256. readonly name: string;
  51257. /**
  51258. * The scene the component belongs to.
  51259. */
  51260. scene: Scene;
  51261. /**
  51262. * Creates a new instance of the component for the given scene
  51263. * @param scene Defines the scene to register the component in
  51264. */
  51265. constructor(scene: Scene);
  51266. /**
  51267. * Registers the component in a given scene
  51268. */
  51269. register(): void;
  51270. /**
  51271. * Rebuilds the elements related to this component in case of
  51272. * context lost for instance.
  51273. */
  51274. rebuild(): void;
  51275. /**
  51276. * Adds all the elements from the container to the scene
  51277. * @param container the container holding the elements
  51278. */
  51279. addFromContainer(container: AbstractScene): void;
  51280. /**
  51281. * Removes all the elements in the container from the scene
  51282. * @param container contains the elements to remove
  51283. * @param dispose if the removed element should be disposed (default: false)
  51284. */
  51285. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51286. /**
  51287. * Serializes the component data to the specified json object
  51288. * @param serializationObject The object to serialize to
  51289. */
  51290. serialize(serializationObject: any): void;
  51291. /**
  51292. * Disposes the component and the associated ressources.
  51293. */
  51294. dispose(): void;
  51295. private _draw;
  51296. }
  51297. }
  51298. declare module "babylonjs/LensFlares/index" {
  51299. export * from "babylonjs/LensFlares/lensFlare";
  51300. export * from "babylonjs/LensFlares/lensFlareSystem";
  51301. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51302. }
  51303. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51304. import { Scene } from "babylonjs/scene";
  51305. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51306. import { AbstractScene } from "babylonjs/abstractScene";
  51307. /**
  51308. * Defines the shadow generator component responsible to manage any shadow generators
  51309. * in a given scene.
  51310. */
  51311. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51312. /**
  51313. * The component name helpfull to identify the component in the list of scene components.
  51314. */
  51315. readonly name: string;
  51316. /**
  51317. * The scene the component belongs to.
  51318. */
  51319. scene: Scene;
  51320. /**
  51321. * Creates a new instance of the component for the given scene
  51322. * @param scene Defines the scene to register the component in
  51323. */
  51324. constructor(scene: Scene);
  51325. /**
  51326. * Registers the component in a given scene
  51327. */
  51328. register(): void;
  51329. /**
  51330. * Rebuilds the elements related to this component in case of
  51331. * context lost for instance.
  51332. */
  51333. rebuild(): void;
  51334. /**
  51335. * Serializes the component data to the specified json object
  51336. * @param serializationObject The object to serialize to
  51337. */
  51338. serialize(serializationObject: any): void;
  51339. /**
  51340. * Adds all the elements from the container to the scene
  51341. * @param container the container holding the elements
  51342. */
  51343. addFromContainer(container: AbstractScene): void;
  51344. /**
  51345. * Removes all the elements in the container from the scene
  51346. * @param container contains the elements to remove
  51347. * @param dispose if the removed element should be disposed (default: false)
  51348. */
  51349. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51350. /**
  51351. * Rebuilds the elements related to this component in case of
  51352. * context lost for instance.
  51353. */
  51354. dispose(): void;
  51355. private _gatherRenderTargets;
  51356. }
  51357. }
  51358. declare module "babylonjs/Lights/Shadows/index" {
  51359. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51360. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51361. }
  51362. declare module "babylonjs/Lights/pointLight" {
  51363. import { Scene } from "babylonjs/scene";
  51364. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51365. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51366. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51367. import { Effect } from "babylonjs/Materials/effect";
  51368. /**
  51369. * A point light is a light defined by an unique point in world space.
  51370. * The light is emitted in every direction from this point.
  51371. * A good example of a point light is a standard light bulb.
  51372. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51373. */
  51374. export class PointLight extends ShadowLight {
  51375. private _shadowAngle;
  51376. /**
  51377. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51378. * This specifies what angle the shadow will use to be created.
  51379. *
  51380. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51381. */
  51382. /**
  51383. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51384. * This specifies what angle the shadow will use to be created.
  51385. *
  51386. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51387. */
  51388. shadowAngle: number;
  51389. /**
  51390. * Gets the direction if it has been set.
  51391. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51392. */
  51393. /**
  51394. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51395. */
  51396. direction: Vector3;
  51397. /**
  51398. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51399. * A PointLight emits the light in every direction.
  51400. * It can cast shadows.
  51401. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51402. * ```javascript
  51403. * var pointLight = new PointLight("pl", camera.position, scene);
  51404. * ```
  51405. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51406. * @param name The light friendly name
  51407. * @param position The position of the point light in the scene
  51408. * @param scene The scene the lights belongs to
  51409. */
  51410. constructor(name: string, position: Vector3, scene: Scene);
  51411. /**
  51412. * Returns the string "PointLight"
  51413. * @returns the class name
  51414. */
  51415. getClassName(): string;
  51416. /**
  51417. * Returns the integer 0.
  51418. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51419. */
  51420. getTypeID(): number;
  51421. /**
  51422. * Specifies wether or not the shadowmap should be a cube texture.
  51423. * @returns true if the shadowmap needs to be a cube texture.
  51424. */
  51425. needCube(): boolean;
  51426. /**
  51427. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51428. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51429. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51430. */
  51431. getShadowDirection(faceIndex?: number): Vector3;
  51432. /**
  51433. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51434. * - fov = PI / 2
  51435. * - aspect ratio : 1.0
  51436. * - z-near and far equal to the active camera minZ and maxZ.
  51437. * Returns the PointLight.
  51438. */
  51439. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51440. protected _buildUniformLayout(): void;
  51441. /**
  51442. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51443. * @param effect The effect to update
  51444. * @param lightIndex The index of the light in the effect to update
  51445. * @returns The point light
  51446. */
  51447. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51448. /**
  51449. * Prepares the list of defines specific to the light type.
  51450. * @param defines the list of defines
  51451. * @param lightIndex defines the index of the light for the effect
  51452. */
  51453. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51454. }
  51455. }
  51456. declare module "babylonjs/Lights/index" {
  51457. export * from "babylonjs/Lights/light";
  51458. export * from "babylonjs/Lights/shadowLight";
  51459. export * from "babylonjs/Lights/Shadows/index";
  51460. export * from "babylonjs/Lights/directionalLight";
  51461. export * from "babylonjs/Lights/hemisphericLight";
  51462. export * from "babylonjs/Lights/pointLight";
  51463. export * from "babylonjs/Lights/spotLight";
  51464. }
  51465. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51466. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51467. /**
  51468. * Header information of HDR texture files.
  51469. */
  51470. export interface HDRInfo {
  51471. /**
  51472. * The height of the texture in pixels.
  51473. */
  51474. height: number;
  51475. /**
  51476. * The width of the texture in pixels.
  51477. */
  51478. width: number;
  51479. /**
  51480. * The index of the beginning of the data in the binary file.
  51481. */
  51482. dataPosition: number;
  51483. }
  51484. /**
  51485. * This groups tools to convert HDR texture to native colors array.
  51486. */
  51487. export class HDRTools {
  51488. private static Ldexp;
  51489. private static Rgbe2float;
  51490. private static readStringLine;
  51491. /**
  51492. * Reads header information from an RGBE texture stored in a native array.
  51493. * More information on this format are available here:
  51494. * https://en.wikipedia.org/wiki/RGBE_image_format
  51495. *
  51496. * @param uint8array The binary file stored in native array.
  51497. * @return The header information.
  51498. */
  51499. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51500. /**
  51501. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51502. * This RGBE texture needs to store the information as a panorama.
  51503. *
  51504. * More information on this format are available here:
  51505. * https://en.wikipedia.org/wiki/RGBE_image_format
  51506. *
  51507. * @param buffer The binary file stored in an array buffer.
  51508. * @param size The expected size of the extracted cubemap.
  51509. * @return The Cube Map information.
  51510. */
  51511. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51512. /**
  51513. * Returns the pixels data extracted from an RGBE texture.
  51514. * This pixels will be stored left to right up to down in the R G B order in one array.
  51515. *
  51516. * More information on this format are available here:
  51517. * https://en.wikipedia.org/wiki/RGBE_image_format
  51518. *
  51519. * @param uint8array The binary file stored in an array buffer.
  51520. * @param hdrInfo The header information of the file.
  51521. * @return The pixels data in RGB right to left up to down order.
  51522. */
  51523. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51524. private static RGBE_ReadPixels_RLE;
  51525. }
  51526. }
  51527. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51528. import { Nullable } from "babylonjs/types";
  51529. import { Scene } from "babylonjs/scene";
  51530. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51531. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51532. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51533. /**
  51534. * This represents a texture coming from an HDR input.
  51535. *
  51536. * The only supported format is currently panorama picture stored in RGBE format.
  51537. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51538. */
  51539. export class HDRCubeTexture extends BaseTexture {
  51540. private static _facesMapping;
  51541. private _generateHarmonics;
  51542. private _noMipmap;
  51543. private _textureMatrix;
  51544. private _size;
  51545. private _onLoad;
  51546. private _onError;
  51547. /**
  51548. * The texture URL.
  51549. */
  51550. url: string;
  51551. /**
  51552. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51553. */
  51554. coordinatesMode: number;
  51555. protected _isBlocking: boolean;
  51556. /**
  51557. * Sets wether or not the texture is blocking during loading.
  51558. */
  51559. /**
  51560. * Gets wether or not the texture is blocking during loading.
  51561. */
  51562. isBlocking: boolean;
  51563. protected _rotationY: number;
  51564. /**
  51565. * Sets texture matrix rotation angle around Y axis in radians.
  51566. */
  51567. /**
  51568. * Gets texture matrix rotation angle around Y axis radians.
  51569. */
  51570. rotationY: number;
  51571. /**
  51572. * Gets or sets the center of the bounding box associated with the cube texture
  51573. * It must define where the camera used to render the texture was set
  51574. */
  51575. boundingBoxPosition: Vector3;
  51576. private _boundingBoxSize;
  51577. /**
  51578. * Gets or sets the size of the bounding box associated with the cube texture
  51579. * When defined, the cubemap will switch to local mode
  51580. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51581. * @example https://www.babylonjs-playground.com/#RNASML
  51582. */
  51583. boundingBoxSize: Vector3;
  51584. /**
  51585. * Instantiates an HDRTexture from the following parameters.
  51586. *
  51587. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51588. * @param scene The scene the texture will be used in
  51589. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51590. * @param noMipmap Forces to not generate the mipmap if true
  51591. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51592. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  51593. * @param reserved Reserved flag for internal use.
  51594. */
  51595. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  51596. /**
  51597. * Get the current class name of the texture useful for serialization or dynamic coding.
  51598. * @returns "HDRCubeTexture"
  51599. */
  51600. getClassName(): string;
  51601. /**
  51602. * Occurs when the file is raw .hdr file.
  51603. */
  51604. private loadTexture;
  51605. clone(): HDRCubeTexture;
  51606. delayLoad(): void;
  51607. /**
  51608. * Get the texture reflection matrix used to rotate/transform the reflection.
  51609. * @returns the reflection matrix
  51610. */
  51611. getReflectionTextureMatrix(): Matrix;
  51612. /**
  51613. * Set the texture reflection matrix used to rotate/transform the reflection.
  51614. * @param value Define the reflection matrix to set
  51615. */
  51616. setReflectionTextureMatrix(value: Matrix): void;
  51617. /**
  51618. * Parses a JSON representation of an HDR Texture in order to create the texture
  51619. * @param parsedTexture Define the JSON representation
  51620. * @param scene Define the scene the texture should be created in
  51621. * @param rootUrl Define the root url in case we need to load relative dependencies
  51622. * @returns the newly created texture after parsing
  51623. */
  51624. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51625. serialize(): any;
  51626. }
  51627. }
  51628. declare module "babylonjs/Physics/physicsEngine" {
  51629. import { Nullable } from "babylonjs/types";
  51630. import { Vector3 } from "babylonjs/Maths/math.vector";
  51631. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51632. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51633. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51634. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51635. /**
  51636. * Class used to control physics engine
  51637. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51638. */
  51639. export class PhysicsEngine implements IPhysicsEngine {
  51640. private _physicsPlugin;
  51641. /**
  51642. * Global value used to control the smallest number supported by the simulation
  51643. */
  51644. static Epsilon: number;
  51645. private _impostors;
  51646. private _joints;
  51647. /**
  51648. * Gets the gravity vector used by the simulation
  51649. */
  51650. gravity: Vector3;
  51651. /**
  51652. * Factory used to create the default physics plugin.
  51653. * @returns The default physics plugin
  51654. */
  51655. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51656. /**
  51657. * Creates a new Physics Engine
  51658. * @param gravity defines the gravity vector used by the simulation
  51659. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51660. */
  51661. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51662. /**
  51663. * Sets the gravity vector used by the simulation
  51664. * @param gravity defines the gravity vector to use
  51665. */
  51666. setGravity(gravity: Vector3): void;
  51667. /**
  51668. * Set the time step of the physics engine.
  51669. * Default is 1/60.
  51670. * To slow it down, enter 1/600 for example.
  51671. * To speed it up, 1/30
  51672. * @param newTimeStep defines the new timestep to apply to this world.
  51673. */
  51674. setTimeStep(newTimeStep?: number): void;
  51675. /**
  51676. * Get the time step of the physics engine.
  51677. * @returns the current time step
  51678. */
  51679. getTimeStep(): number;
  51680. /**
  51681. * Release all resources
  51682. */
  51683. dispose(): void;
  51684. /**
  51685. * Gets the name of the current physics plugin
  51686. * @returns the name of the plugin
  51687. */
  51688. getPhysicsPluginName(): string;
  51689. /**
  51690. * Adding a new impostor for the impostor tracking.
  51691. * This will be done by the impostor itself.
  51692. * @param impostor the impostor to add
  51693. */
  51694. addImpostor(impostor: PhysicsImpostor): void;
  51695. /**
  51696. * Remove an impostor from the engine.
  51697. * This impostor and its mesh will not longer be updated by the physics engine.
  51698. * @param impostor the impostor to remove
  51699. */
  51700. removeImpostor(impostor: PhysicsImpostor): void;
  51701. /**
  51702. * Add a joint to the physics engine
  51703. * @param mainImpostor defines the main impostor to which the joint is added.
  51704. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51705. * @param joint defines the joint that will connect both impostors.
  51706. */
  51707. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51708. /**
  51709. * Removes a joint from the simulation
  51710. * @param mainImpostor defines the impostor used with the joint
  51711. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51712. * @param joint defines the joint to remove
  51713. */
  51714. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51715. /**
  51716. * Called by the scene. No need to call it.
  51717. * @param delta defines the timespam between frames
  51718. */
  51719. _step(delta: number): void;
  51720. /**
  51721. * Gets the current plugin used to run the simulation
  51722. * @returns current plugin
  51723. */
  51724. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51725. /**
  51726. * Gets the list of physic impostors
  51727. * @returns an array of PhysicsImpostor
  51728. */
  51729. getImpostors(): Array<PhysicsImpostor>;
  51730. /**
  51731. * Gets the impostor for a physics enabled object
  51732. * @param object defines the object impersonated by the impostor
  51733. * @returns the PhysicsImpostor or null if not found
  51734. */
  51735. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51736. /**
  51737. * Gets the impostor for a physics body object
  51738. * @param body defines physics body used by the impostor
  51739. * @returns the PhysicsImpostor or null if not found
  51740. */
  51741. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51742. /**
  51743. * Does a raycast in the physics world
  51744. * @param from when should the ray start?
  51745. * @param to when should the ray end?
  51746. * @returns PhysicsRaycastResult
  51747. */
  51748. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51749. }
  51750. }
  51751. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51752. import { Nullable } from "babylonjs/types";
  51753. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51754. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51755. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51756. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51757. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51758. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51759. /** @hidden */
  51760. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51761. private _useDeltaForWorldStep;
  51762. world: any;
  51763. name: string;
  51764. private _physicsMaterials;
  51765. private _fixedTimeStep;
  51766. private _cannonRaycastResult;
  51767. private _raycastResult;
  51768. private _physicsBodysToRemoveAfterStep;
  51769. BJSCANNON: any;
  51770. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51771. setGravity(gravity: Vector3): void;
  51772. setTimeStep(timeStep: number): void;
  51773. getTimeStep(): number;
  51774. executeStep(delta: number): void;
  51775. private _removeMarkedPhysicsBodiesFromWorld;
  51776. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51777. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51778. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51779. private _processChildMeshes;
  51780. removePhysicsBody(impostor: PhysicsImpostor): void;
  51781. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51782. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51783. private _addMaterial;
  51784. private _checkWithEpsilon;
  51785. private _createShape;
  51786. private _createHeightmap;
  51787. private _minus90X;
  51788. private _plus90X;
  51789. private _tmpPosition;
  51790. private _tmpDeltaPosition;
  51791. private _tmpUnityRotation;
  51792. private _updatePhysicsBodyTransformation;
  51793. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51794. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51795. isSupported(): boolean;
  51796. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51797. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51798. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51799. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51800. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51801. getBodyMass(impostor: PhysicsImpostor): number;
  51802. getBodyFriction(impostor: PhysicsImpostor): number;
  51803. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51804. getBodyRestitution(impostor: PhysicsImpostor): number;
  51805. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51806. sleepBody(impostor: PhysicsImpostor): void;
  51807. wakeUpBody(impostor: PhysicsImpostor): void;
  51808. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51809. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51810. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51811. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51812. getRadius(impostor: PhysicsImpostor): number;
  51813. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51814. dispose(): void;
  51815. private _extendNamespace;
  51816. /**
  51817. * Does a raycast in the physics world
  51818. * @param from when should the ray start?
  51819. * @param to when should the ray end?
  51820. * @returns PhysicsRaycastResult
  51821. */
  51822. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51823. }
  51824. }
  51825. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51826. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51827. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51828. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51829. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51830. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51831. import { Nullable } from "babylonjs/types";
  51832. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51833. /** @hidden */
  51834. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51835. world: any;
  51836. name: string;
  51837. BJSOIMO: any;
  51838. private _raycastResult;
  51839. constructor(iterations?: number, oimoInjection?: any);
  51840. setGravity(gravity: Vector3): void;
  51841. setTimeStep(timeStep: number): void;
  51842. getTimeStep(): number;
  51843. private _tmpImpostorsArray;
  51844. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51845. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51846. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51847. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51848. private _tmpPositionVector;
  51849. removePhysicsBody(impostor: PhysicsImpostor): void;
  51850. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51851. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51852. isSupported(): boolean;
  51853. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51854. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51855. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51856. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51857. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51858. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51859. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51860. getBodyMass(impostor: PhysicsImpostor): number;
  51861. getBodyFriction(impostor: PhysicsImpostor): number;
  51862. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51863. getBodyRestitution(impostor: PhysicsImpostor): number;
  51864. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51865. sleepBody(impostor: PhysicsImpostor): void;
  51866. wakeUpBody(impostor: PhysicsImpostor): void;
  51867. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51868. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51869. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51870. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51871. getRadius(impostor: PhysicsImpostor): number;
  51872. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51873. dispose(): void;
  51874. /**
  51875. * Does a raycast in the physics world
  51876. * @param from when should the ray start?
  51877. * @param to when should the ray end?
  51878. * @returns PhysicsRaycastResult
  51879. */
  51880. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51881. }
  51882. }
  51883. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51884. import { Nullable } from "babylonjs/types";
  51885. import { Scene } from "babylonjs/scene";
  51886. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51887. import { Color4 } from "babylonjs/Maths/math.color";
  51888. import { Mesh } from "babylonjs/Meshes/mesh";
  51889. /**
  51890. * Class containing static functions to help procedurally build meshes
  51891. */
  51892. export class RibbonBuilder {
  51893. /**
  51894. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51895. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51896. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51897. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51898. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  51899. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  51900. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  51901. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51902. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51903. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51904. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  51905. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51906. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  51907. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51909. * @param name defines the name of the mesh
  51910. * @param options defines the options used to create the mesh
  51911. * @param scene defines the hosting scene
  51912. * @returns the ribbon mesh
  51913. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51914. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51915. */
  51916. static CreateRibbon(name: string, options: {
  51917. pathArray: Vector3[][];
  51918. closeArray?: boolean;
  51919. closePath?: boolean;
  51920. offset?: number;
  51921. updatable?: boolean;
  51922. sideOrientation?: number;
  51923. frontUVs?: Vector4;
  51924. backUVs?: Vector4;
  51925. instance?: Mesh;
  51926. invertUV?: boolean;
  51927. uvs?: Vector2[];
  51928. colors?: Color4[];
  51929. }, scene?: Nullable<Scene>): Mesh;
  51930. }
  51931. }
  51932. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51933. import { Nullable } from "babylonjs/types";
  51934. import { Scene } from "babylonjs/scene";
  51935. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  51936. import { Mesh } from "babylonjs/Meshes/mesh";
  51937. /**
  51938. * Class containing static functions to help procedurally build meshes
  51939. */
  51940. export class ShapeBuilder {
  51941. /**
  51942. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51943. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  51944. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51945. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  51946. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  51947. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  51948. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  51949. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  51950. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51951. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51952. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  51953. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  51954. * @param name defines the name of the mesh
  51955. * @param options defines the options used to create the mesh
  51956. * @param scene defines the hosting scene
  51957. * @returns the extruded shape mesh
  51958. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51959. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51960. */
  51961. static ExtrudeShape(name: string, options: {
  51962. shape: Vector3[];
  51963. path: Vector3[];
  51964. scale?: number;
  51965. rotation?: number;
  51966. cap?: number;
  51967. updatable?: boolean;
  51968. sideOrientation?: number;
  51969. frontUVs?: Vector4;
  51970. backUVs?: Vector4;
  51971. instance?: Mesh;
  51972. invertUV?: boolean;
  51973. }, scene?: Nullable<Scene>): Mesh;
  51974. /**
  51975. * Creates an custom extruded shape mesh.
  51976. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  51977. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  51978. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  51979. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  51980. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  51981. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  51982. * * It must returns a float value that will be the scale value applied to the shape on each path point
  51983. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  51984. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  51985. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  51986. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  51987. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  51988. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51989. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  51990. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51991. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51992. * @param name defines the name of the mesh
  51993. * @param options defines the options used to create the mesh
  51994. * @param scene defines the hosting scene
  51995. * @returns the custom extruded shape mesh
  51996. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  51997. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51998. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  51999. */
  52000. static ExtrudeShapeCustom(name: string, options: {
  52001. shape: Vector3[];
  52002. path: Vector3[];
  52003. scaleFunction?: any;
  52004. rotationFunction?: any;
  52005. ribbonCloseArray?: boolean;
  52006. ribbonClosePath?: boolean;
  52007. cap?: number;
  52008. updatable?: boolean;
  52009. sideOrientation?: number;
  52010. frontUVs?: Vector4;
  52011. backUVs?: Vector4;
  52012. instance?: Mesh;
  52013. invertUV?: boolean;
  52014. }, scene?: Nullable<Scene>): Mesh;
  52015. private static _ExtrudeShapeGeneric;
  52016. }
  52017. }
  52018. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52019. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52020. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52021. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52022. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52023. import { Nullable } from "babylonjs/types";
  52024. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52025. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52026. /**
  52027. * AmmoJS Physics plugin
  52028. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52029. * @see https://github.com/kripken/ammo.js/
  52030. */
  52031. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52032. private _useDeltaForWorldStep;
  52033. /**
  52034. * Reference to the Ammo library
  52035. */
  52036. bjsAMMO: any;
  52037. /**
  52038. * Created ammoJS world which physics bodies are added to
  52039. */
  52040. world: any;
  52041. /**
  52042. * Name of the plugin
  52043. */
  52044. name: string;
  52045. private _timeStep;
  52046. private _fixedTimeStep;
  52047. private _maxSteps;
  52048. private _tmpQuaternion;
  52049. private _tmpAmmoTransform;
  52050. private _tmpAmmoQuaternion;
  52051. private _tmpAmmoConcreteContactResultCallback;
  52052. private _collisionConfiguration;
  52053. private _dispatcher;
  52054. private _overlappingPairCache;
  52055. private _solver;
  52056. private _softBodySolver;
  52057. private _tmpAmmoVectorA;
  52058. private _tmpAmmoVectorB;
  52059. private _tmpAmmoVectorC;
  52060. private _tmpAmmoVectorD;
  52061. private _tmpContactCallbackResult;
  52062. private _tmpAmmoVectorRCA;
  52063. private _tmpAmmoVectorRCB;
  52064. private _raycastResult;
  52065. private static readonly DISABLE_COLLISION_FLAG;
  52066. private static readonly KINEMATIC_FLAG;
  52067. private static readonly DISABLE_DEACTIVATION_FLAG;
  52068. /**
  52069. * Initializes the ammoJS plugin
  52070. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52071. * @param ammoInjection can be used to inject your own ammo reference
  52072. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52073. */
  52074. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52075. /**
  52076. * Sets the gravity of the physics world (m/(s^2))
  52077. * @param gravity Gravity to set
  52078. */
  52079. setGravity(gravity: Vector3): void;
  52080. /**
  52081. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52082. * @param timeStep timestep to use in seconds
  52083. */
  52084. setTimeStep(timeStep: number): void;
  52085. /**
  52086. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52087. * @param fixedTimeStep fixedTimeStep to use in seconds
  52088. */
  52089. setFixedTimeStep(fixedTimeStep: number): void;
  52090. /**
  52091. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52092. * @param maxSteps the maximum number of steps by the physics engine per frame
  52093. */
  52094. setMaxSteps(maxSteps: number): void;
  52095. /**
  52096. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52097. * @returns the current timestep in seconds
  52098. */
  52099. getTimeStep(): number;
  52100. private _isImpostorInContact;
  52101. private _isImpostorPairInContact;
  52102. private _stepSimulation;
  52103. /**
  52104. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52105. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52106. * After the step the babylon meshes are set to the position of the physics imposters
  52107. * @param delta amount of time to step forward
  52108. * @param impostors array of imposters to update before/after the step
  52109. */
  52110. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52111. /**
  52112. * Update babylon mesh to match physics world object
  52113. * @param impostor imposter to match
  52114. */
  52115. private _afterSoftStep;
  52116. /**
  52117. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52118. * @param impostor imposter to match
  52119. */
  52120. private _ropeStep;
  52121. /**
  52122. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52123. * @param impostor imposter to match
  52124. */
  52125. private _softbodyOrClothStep;
  52126. private _tmpVector;
  52127. private _tmpMatrix;
  52128. /**
  52129. * Applies an impulse on the imposter
  52130. * @param impostor imposter to apply impulse to
  52131. * @param force amount of force to be applied to the imposter
  52132. * @param contactPoint the location to apply the impulse on the imposter
  52133. */
  52134. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52135. /**
  52136. * Applies a force on the imposter
  52137. * @param impostor imposter to apply force
  52138. * @param force amount of force to be applied to the imposter
  52139. * @param contactPoint the location to apply the force on the imposter
  52140. */
  52141. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52142. /**
  52143. * Creates a physics body using the plugin
  52144. * @param impostor the imposter to create the physics body on
  52145. */
  52146. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52147. /**
  52148. * Removes the physics body from the imposter and disposes of the body's memory
  52149. * @param impostor imposter to remove the physics body from
  52150. */
  52151. removePhysicsBody(impostor: PhysicsImpostor): void;
  52152. /**
  52153. * Generates a joint
  52154. * @param impostorJoint the imposter joint to create the joint with
  52155. */
  52156. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52157. /**
  52158. * Removes a joint
  52159. * @param impostorJoint the imposter joint to remove the joint from
  52160. */
  52161. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52162. private _addMeshVerts;
  52163. /**
  52164. * Initialise the soft body vertices to match its object's (mesh) vertices
  52165. * Softbody vertices (nodes) are in world space and to match this
  52166. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52167. * @param impostor to create the softbody for
  52168. */
  52169. private _softVertexData;
  52170. /**
  52171. * Create an impostor's soft body
  52172. * @param impostor to create the softbody for
  52173. */
  52174. private _createSoftbody;
  52175. /**
  52176. * Create cloth for an impostor
  52177. * @param impostor to create the softbody for
  52178. */
  52179. private _createCloth;
  52180. /**
  52181. * Create rope for an impostor
  52182. * @param impostor to create the softbody for
  52183. */
  52184. private _createRope;
  52185. private _addHullVerts;
  52186. private _createShape;
  52187. /**
  52188. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52189. * @param impostor imposter containing the physics body and babylon object
  52190. */
  52191. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52192. /**
  52193. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52194. * @param impostor imposter containing the physics body and babylon object
  52195. * @param newPosition new position
  52196. * @param newRotation new rotation
  52197. */
  52198. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52199. /**
  52200. * If this plugin is supported
  52201. * @returns true if its supported
  52202. */
  52203. isSupported(): boolean;
  52204. /**
  52205. * Sets the linear velocity of the physics body
  52206. * @param impostor imposter to set the velocity on
  52207. * @param velocity velocity to set
  52208. */
  52209. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52210. /**
  52211. * Sets the angular velocity of the physics body
  52212. * @param impostor imposter to set the velocity on
  52213. * @param velocity velocity to set
  52214. */
  52215. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52216. /**
  52217. * gets the linear velocity
  52218. * @param impostor imposter to get linear velocity from
  52219. * @returns linear velocity
  52220. */
  52221. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52222. /**
  52223. * gets the angular velocity
  52224. * @param impostor imposter to get angular velocity from
  52225. * @returns angular velocity
  52226. */
  52227. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52228. /**
  52229. * Sets the mass of physics body
  52230. * @param impostor imposter to set the mass on
  52231. * @param mass mass to set
  52232. */
  52233. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52234. /**
  52235. * Gets the mass of the physics body
  52236. * @param impostor imposter to get the mass from
  52237. * @returns mass
  52238. */
  52239. getBodyMass(impostor: PhysicsImpostor): number;
  52240. /**
  52241. * Gets friction of the impostor
  52242. * @param impostor impostor to get friction from
  52243. * @returns friction value
  52244. */
  52245. getBodyFriction(impostor: PhysicsImpostor): number;
  52246. /**
  52247. * Sets friction of the impostor
  52248. * @param impostor impostor to set friction on
  52249. * @param friction friction value
  52250. */
  52251. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52252. /**
  52253. * Gets restitution of the impostor
  52254. * @param impostor impostor to get restitution from
  52255. * @returns restitution value
  52256. */
  52257. getBodyRestitution(impostor: PhysicsImpostor): number;
  52258. /**
  52259. * Sets resitution of the impostor
  52260. * @param impostor impostor to set resitution on
  52261. * @param restitution resitution value
  52262. */
  52263. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52264. /**
  52265. * Gets pressure inside the impostor
  52266. * @param impostor impostor to get pressure from
  52267. * @returns pressure value
  52268. */
  52269. getBodyPressure(impostor: PhysicsImpostor): number;
  52270. /**
  52271. * Sets pressure inside a soft body impostor
  52272. * Cloth and rope must remain 0 pressure
  52273. * @param impostor impostor to set pressure on
  52274. * @param pressure pressure value
  52275. */
  52276. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52277. /**
  52278. * Gets stiffness of the impostor
  52279. * @param impostor impostor to get stiffness from
  52280. * @returns pressure value
  52281. */
  52282. getBodyStiffness(impostor: PhysicsImpostor): number;
  52283. /**
  52284. * Sets stiffness of the impostor
  52285. * @param impostor impostor to set stiffness on
  52286. * @param stiffness stiffness value from 0 to 1
  52287. */
  52288. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52289. /**
  52290. * Gets velocityIterations of the impostor
  52291. * @param impostor impostor to get velocity iterations from
  52292. * @returns velocityIterations value
  52293. */
  52294. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52295. /**
  52296. * Sets velocityIterations of the impostor
  52297. * @param impostor impostor to set velocity iterations on
  52298. * @param velocityIterations velocityIterations value
  52299. */
  52300. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52301. /**
  52302. * Gets positionIterations of the impostor
  52303. * @param impostor impostor to get position iterations from
  52304. * @returns positionIterations value
  52305. */
  52306. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52307. /**
  52308. * Sets positionIterations of the impostor
  52309. * @param impostor impostor to set position on
  52310. * @param positionIterations positionIterations value
  52311. */
  52312. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52313. /**
  52314. * Append an anchor to a cloth object
  52315. * @param impostor is the cloth impostor to add anchor to
  52316. * @param otherImpostor is the rigid impostor to anchor to
  52317. * @param width ratio across width from 0 to 1
  52318. * @param height ratio up height from 0 to 1
  52319. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52320. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52321. */
  52322. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52323. /**
  52324. * Append an hook to a rope object
  52325. * @param impostor is the rope impostor to add hook to
  52326. * @param otherImpostor is the rigid impostor to hook to
  52327. * @param length ratio along the rope from 0 to 1
  52328. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52329. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52330. */
  52331. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52332. /**
  52333. * Sleeps the physics body and stops it from being active
  52334. * @param impostor impostor to sleep
  52335. */
  52336. sleepBody(impostor: PhysicsImpostor): void;
  52337. /**
  52338. * Activates the physics body
  52339. * @param impostor impostor to activate
  52340. */
  52341. wakeUpBody(impostor: PhysicsImpostor): void;
  52342. /**
  52343. * Updates the distance parameters of the joint
  52344. * @param joint joint to update
  52345. * @param maxDistance maximum distance of the joint
  52346. * @param minDistance minimum distance of the joint
  52347. */
  52348. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52349. /**
  52350. * Sets a motor on the joint
  52351. * @param joint joint to set motor on
  52352. * @param speed speed of the motor
  52353. * @param maxForce maximum force of the motor
  52354. * @param motorIndex index of the motor
  52355. */
  52356. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52357. /**
  52358. * Sets the motors limit
  52359. * @param joint joint to set limit on
  52360. * @param upperLimit upper limit
  52361. * @param lowerLimit lower limit
  52362. */
  52363. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52364. /**
  52365. * Syncs the position and rotation of a mesh with the impostor
  52366. * @param mesh mesh to sync
  52367. * @param impostor impostor to update the mesh with
  52368. */
  52369. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52370. /**
  52371. * Gets the radius of the impostor
  52372. * @param impostor impostor to get radius from
  52373. * @returns the radius
  52374. */
  52375. getRadius(impostor: PhysicsImpostor): number;
  52376. /**
  52377. * Gets the box size of the impostor
  52378. * @param impostor impostor to get box size from
  52379. * @param result the resulting box size
  52380. */
  52381. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52382. /**
  52383. * Disposes of the impostor
  52384. */
  52385. dispose(): void;
  52386. /**
  52387. * Does a raycast in the physics world
  52388. * @param from when should the ray start?
  52389. * @param to when should the ray end?
  52390. * @returns PhysicsRaycastResult
  52391. */
  52392. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52393. }
  52394. }
  52395. declare module "babylonjs/Probes/reflectionProbe" {
  52396. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52397. import { Vector3 } from "babylonjs/Maths/math.vector";
  52398. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52399. import { Nullable } from "babylonjs/types";
  52400. import { Scene } from "babylonjs/scene";
  52401. module "babylonjs/abstractScene" {
  52402. interface AbstractScene {
  52403. /**
  52404. * The list of reflection probes added to the scene
  52405. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52406. */
  52407. reflectionProbes: Array<ReflectionProbe>;
  52408. /**
  52409. * Removes the given reflection probe from this scene.
  52410. * @param toRemove The reflection probe to remove
  52411. * @returns The index of the removed reflection probe
  52412. */
  52413. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52414. /**
  52415. * Adds the given reflection probe to this scene.
  52416. * @param newReflectionProbe The reflection probe to add
  52417. */
  52418. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52419. }
  52420. }
  52421. /**
  52422. * Class used to generate realtime reflection / refraction cube textures
  52423. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52424. */
  52425. export class ReflectionProbe {
  52426. /** defines the name of the probe */
  52427. name: string;
  52428. private _scene;
  52429. private _renderTargetTexture;
  52430. private _projectionMatrix;
  52431. private _viewMatrix;
  52432. private _target;
  52433. private _add;
  52434. private _attachedMesh;
  52435. private _invertYAxis;
  52436. /** Gets or sets probe position (center of the cube map) */
  52437. position: Vector3;
  52438. /**
  52439. * Creates a new reflection probe
  52440. * @param name defines the name of the probe
  52441. * @param size defines the texture resolution (for each face)
  52442. * @param scene defines the hosting scene
  52443. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52444. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52445. */
  52446. constructor(
  52447. /** defines the name of the probe */
  52448. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52449. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52450. samples: number;
  52451. /** Gets or sets the refresh rate to use (on every frame by default) */
  52452. refreshRate: number;
  52453. /**
  52454. * Gets the hosting scene
  52455. * @returns a Scene
  52456. */
  52457. getScene(): Scene;
  52458. /** Gets the internal CubeTexture used to render to */
  52459. readonly cubeTexture: RenderTargetTexture;
  52460. /** Gets the list of meshes to render */
  52461. readonly renderList: Nullable<AbstractMesh[]>;
  52462. /**
  52463. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52464. * @param mesh defines the mesh to attach to
  52465. */
  52466. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52467. /**
  52468. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52469. * @param renderingGroupId The rendering group id corresponding to its index
  52470. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52471. */
  52472. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52473. /**
  52474. * Clean all associated resources
  52475. */
  52476. dispose(): void;
  52477. /**
  52478. * Converts the reflection probe information to a readable string for debug purpose.
  52479. * @param fullDetails Supports for multiple levels of logging within scene loading
  52480. * @returns the human readable reflection probe info
  52481. */
  52482. toString(fullDetails?: boolean): string;
  52483. /**
  52484. * Get the class name of the relfection probe.
  52485. * @returns "ReflectionProbe"
  52486. */
  52487. getClassName(): string;
  52488. /**
  52489. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52490. * @returns The JSON representation of the texture
  52491. */
  52492. serialize(): any;
  52493. /**
  52494. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52495. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52496. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52497. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52498. * @returns The parsed reflection probe if successful
  52499. */
  52500. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52501. }
  52502. }
  52503. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52504. /** @hidden */
  52505. export var _BabylonLoaderRegistered: boolean;
  52506. }
  52507. declare module "babylonjs/Loading/Plugins/index" {
  52508. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52509. }
  52510. declare module "babylonjs/Loading/index" {
  52511. export * from "babylonjs/Loading/loadingScreen";
  52512. export * from "babylonjs/Loading/Plugins/index";
  52513. export * from "babylonjs/Loading/sceneLoader";
  52514. export * from "babylonjs/Loading/sceneLoaderFlags";
  52515. }
  52516. declare module "babylonjs/Materials/Background/index" {
  52517. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52518. }
  52519. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52520. import { Scene } from "babylonjs/scene";
  52521. import { Color3 } from "babylonjs/Maths/math.color";
  52522. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52523. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52524. /**
  52525. * The Physically based simple base material of BJS.
  52526. *
  52527. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52528. * It is used as the base class for both the specGloss and metalRough conventions.
  52529. */
  52530. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52531. /**
  52532. * Number of Simultaneous lights allowed on the material.
  52533. */
  52534. maxSimultaneousLights: number;
  52535. /**
  52536. * If sets to true, disables all the lights affecting the material.
  52537. */
  52538. disableLighting: boolean;
  52539. /**
  52540. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52541. */
  52542. environmentTexture: BaseTexture;
  52543. /**
  52544. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52545. */
  52546. invertNormalMapX: boolean;
  52547. /**
  52548. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52549. */
  52550. invertNormalMapY: boolean;
  52551. /**
  52552. * Normal map used in the model.
  52553. */
  52554. normalTexture: BaseTexture;
  52555. /**
  52556. * Emissivie color used to self-illuminate the model.
  52557. */
  52558. emissiveColor: Color3;
  52559. /**
  52560. * Emissivie texture used to self-illuminate the model.
  52561. */
  52562. emissiveTexture: BaseTexture;
  52563. /**
  52564. * Occlusion Channel Strenght.
  52565. */
  52566. occlusionStrength: number;
  52567. /**
  52568. * Occlusion Texture of the material (adding extra occlusion effects).
  52569. */
  52570. occlusionTexture: BaseTexture;
  52571. /**
  52572. * Defines the alpha limits in alpha test mode.
  52573. */
  52574. alphaCutOff: number;
  52575. /**
  52576. * Gets the current double sided mode.
  52577. */
  52578. /**
  52579. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52580. */
  52581. doubleSided: boolean;
  52582. /**
  52583. * Stores the pre-calculated light information of a mesh in a texture.
  52584. */
  52585. lightmapTexture: BaseTexture;
  52586. /**
  52587. * If true, the light map contains occlusion information instead of lighting info.
  52588. */
  52589. useLightmapAsShadowmap: boolean;
  52590. /**
  52591. * Instantiates a new PBRMaterial instance.
  52592. *
  52593. * @param name The material name
  52594. * @param scene The scene the material will be use in.
  52595. */
  52596. constructor(name: string, scene: Scene);
  52597. getClassName(): string;
  52598. }
  52599. }
  52600. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52601. import { Scene } from "babylonjs/scene";
  52602. import { Color3 } from "babylonjs/Maths/math.color";
  52603. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52604. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52605. /**
  52606. * The PBR material of BJS following the metal roughness convention.
  52607. *
  52608. * This fits to the PBR convention in the GLTF definition:
  52609. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52610. */
  52611. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52612. /**
  52613. * The base color has two different interpretations depending on the value of metalness.
  52614. * When the material is a metal, the base color is the specific measured reflectance value
  52615. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52616. * of the material.
  52617. */
  52618. baseColor: Color3;
  52619. /**
  52620. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52621. * well as opacity information in the alpha channel.
  52622. */
  52623. baseTexture: BaseTexture;
  52624. /**
  52625. * Specifies the metallic scalar value of the material.
  52626. * Can also be used to scale the metalness values of the metallic texture.
  52627. */
  52628. metallic: number;
  52629. /**
  52630. * Specifies the roughness scalar value of the material.
  52631. * Can also be used to scale the roughness values of the metallic texture.
  52632. */
  52633. roughness: number;
  52634. /**
  52635. * Texture containing both the metallic value in the B channel and the
  52636. * roughness value in the G channel to keep better precision.
  52637. */
  52638. metallicRoughnessTexture: BaseTexture;
  52639. /**
  52640. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52641. *
  52642. * @param name The material name
  52643. * @param scene The scene the material will be use in.
  52644. */
  52645. constructor(name: string, scene: Scene);
  52646. /**
  52647. * Return the currrent class name of the material.
  52648. */
  52649. getClassName(): string;
  52650. /**
  52651. * Makes a duplicate of the current material.
  52652. * @param name - name to use for the new material.
  52653. */
  52654. clone(name: string): PBRMetallicRoughnessMaterial;
  52655. /**
  52656. * Serialize the material to a parsable JSON object.
  52657. */
  52658. serialize(): any;
  52659. /**
  52660. * Parses a JSON object correponding to the serialize function.
  52661. */
  52662. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52663. }
  52664. }
  52665. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52666. import { Scene } from "babylonjs/scene";
  52667. import { Color3 } from "babylonjs/Maths/math.color";
  52668. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52669. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52670. /**
  52671. * The PBR material of BJS following the specular glossiness convention.
  52672. *
  52673. * This fits to the PBR convention in the GLTF definition:
  52674. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52675. */
  52676. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52677. /**
  52678. * Specifies the diffuse color of the material.
  52679. */
  52680. diffuseColor: Color3;
  52681. /**
  52682. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52683. * channel.
  52684. */
  52685. diffuseTexture: BaseTexture;
  52686. /**
  52687. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52688. */
  52689. specularColor: Color3;
  52690. /**
  52691. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52692. */
  52693. glossiness: number;
  52694. /**
  52695. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52696. */
  52697. specularGlossinessTexture: BaseTexture;
  52698. /**
  52699. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52700. *
  52701. * @param name The material name
  52702. * @param scene The scene the material will be use in.
  52703. */
  52704. constructor(name: string, scene: Scene);
  52705. /**
  52706. * Return the currrent class name of the material.
  52707. */
  52708. getClassName(): string;
  52709. /**
  52710. * Makes a duplicate of the current material.
  52711. * @param name - name to use for the new material.
  52712. */
  52713. clone(name: string): PBRSpecularGlossinessMaterial;
  52714. /**
  52715. * Serialize the material to a parsable JSON object.
  52716. */
  52717. serialize(): any;
  52718. /**
  52719. * Parses a JSON object correponding to the serialize function.
  52720. */
  52721. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52722. }
  52723. }
  52724. declare module "babylonjs/Materials/PBR/index" {
  52725. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52726. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52727. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52728. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52729. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52730. }
  52731. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52732. import { Nullable } from "babylonjs/types";
  52733. import { Scene } from "babylonjs/scene";
  52734. import { Matrix } from "babylonjs/Maths/math.vector";
  52735. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52736. /**
  52737. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52738. * It can help converting any input color in a desired output one. This can then be used to create effects
  52739. * from sepia, black and white to sixties or futuristic rendering...
  52740. *
  52741. * The only supported format is currently 3dl.
  52742. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52743. */
  52744. export class ColorGradingTexture extends BaseTexture {
  52745. /**
  52746. * The current texture matrix. (will always be identity in color grading texture)
  52747. */
  52748. private _textureMatrix;
  52749. /**
  52750. * The texture URL.
  52751. */
  52752. url: string;
  52753. /**
  52754. * Empty line regex stored for GC.
  52755. */
  52756. private static _noneEmptyLineRegex;
  52757. private _engine;
  52758. /**
  52759. * Instantiates a ColorGradingTexture from the following parameters.
  52760. *
  52761. * @param url The location of the color gradind data (currently only supporting 3dl)
  52762. * @param scene The scene the texture will be used in
  52763. */
  52764. constructor(url: string, scene: Scene);
  52765. /**
  52766. * Returns the texture matrix used in most of the material.
  52767. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52768. */
  52769. getTextureMatrix(): Matrix;
  52770. /**
  52771. * Occurs when the file being loaded is a .3dl LUT file.
  52772. */
  52773. private load3dlTexture;
  52774. /**
  52775. * Starts the loading process of the texture.
  52776. */
  52777. private loadTexture;
  52778. /**
  52779. * Clones the color gradind texture.
  52780. */
  52781. clone(): ColorGradingTexture;
  52782. /**
  52783. * Called during delayed load for textures.
  52784. */
  52785. delayLoad(): void;
  52786. /**
  52787. * Parses a color grading texture serialized by Babylon.
  52788. * @param parsedTexture The texture information being parsedTexture
  52789. * @param scene The scene to load the texture in
  52790. * @param rootUrl The root url of the data assets to load
  52791. * @return A color gradind texture
  52792. */
  52793. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52794. /**
  52795. * Serializes the LUT texture to json format.
  52796. */
  52797. serialize(): any;
  52798. }
  52799. }
  52800. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52801. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52802. import { Scene } from "babylonjs/scene";
  52803. import { Nullable } from "babylonjs/types";
  52804. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52805. /**
  52806. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52807. */
  52808. export class EquiRectangularCubeTexture extends BaseTexture {
  52809. /** The six faces of the cube. */
  52810. private static _FacesMapping;
  52811. private _noMipmap;
  52812. private _onLoad;
  52813. private _onError;
  52814. /** The size of the cubemap. */
  52815. private _size;
  52816. /** The buffer of the image. */
  52817. private _buffer;
  52818. /** The width of the input image. */
  52819. private _width;
  52820. /** The height of the input image. */
  52821. private _height;
  52822. /** The URL to the image. */
  52823. url: string;
  52824. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52825. coordinatesMode: number;
  52826. /**
  52827. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52828. * @param url The location of the image
  52829. * @param scene The scene the texture will be used in
  52830. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52831. * @param noMipmap Forces to not generate the mipmap if true
  52832. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52833. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52834. * @param onLoad — defines a callback called when texture is loaded
  52835. * @param onError — defines a callback called if there is an error
  52836. */
  52837. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52838. /**
  52839. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52840. */
  52841. private loadImage;
  52842. /**
  52843. * Convert the image buffer into a cubemap and create a CubeTexture.
  52844. */
  52845. private loadTexture;
  52846. /**
  52847. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52848. * @param buffer The ArrayBuffer that should be converted.
  52849. * @returns The buffer as Float32Array.
  52850. */
  52851. private getFloat32ArrayFromArrayBuffer;
  52852. /**
  52853. * Get the current class name of the texture useful for serialization or dynamic coding.
  52854. * @returns "EquiRectangularCubeTexture"
  52855. */
  52856. getClassName(): string;
  52857. /**
  52858. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52859. * @returns A clone of the current EquiRectangularCubeTexture.
  52860. */
  52861. clone(): EquiRectangularCubeTexture;
  52862. }
  52863. }
  52864. declare module "babylonjs/Misc/tga" {
  52865. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52866. /**
  52867. * Based on jsTGALoader - Javascript loader for TGA file
  52868. * By Vincent Thibault
  52869. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52870. */
  52871. export class TGATools {
  52872. private static _TYPE_INDEXED;
  52873. private static _TYPE_RGB;
  52874. private static _TYPE_GREY;
  52875. private static _TYPE_RLE_INDEXED;
  52876. private static _TYPE_RLE_RGB;
  52877. private static _TYPE_RLE_GREY;
  52878. private static _ORIGIN_MASK;
  52879. private static _ORIGIN_SHIFT;
  52880. private static _ORIGIN_BL;
  52881. private static _ORIGIN_BR;
  52882. private static _ORIGIN_UL;
  52883. private static _ORIGIN_UR;
  52884. /**
  52885. * Gets the header of a TGA file
  52886. * @param data defines the TGA data
  52887. * @returns the header
  52888. */
  52889. static GetTGAHeader(data: Uint8Array): any;
  52890. /**
  52891. * Uploads TGA content to a Babylon Texture
  52892. * @hidden
  52893. */
  52894. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52895. /** @hidden */
  52896. 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;
  52897. /** @hidden */
  52898. 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;
  52899. /** @hidden */
  52900. 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;
  52901. /** @hidden */
  52902. 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;
  52903. /** @hidden */
  52904. 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;
  52905. /** @hidden */
  52906. 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;
  52907. }
  52908. }
  52909. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52910. import { Nullable } from "babylonjs/types";
  52911. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52912. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52913. /**
  52914. * Implementation of the TGA Texture Loader.
  52915. * @hidden
  52916. */
  52917. export class _TGATextureLoader implements IInternalTextureLoader {
  52918. /**
  52919. * Defines wether the loader supports cascade loading the different faces.
  52920. */
  52921. readonly supportCascades: boolean;
  52922. /**
  52923. * This returns if the loader support the current file information.
  52924. * @param extension defines the file extension of the file being loaded
  52925. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52926. * @param fallback defines the fallback internal texture if any
  52927. * @param isBase64 defines whether the texture is encoded as a base64
  52928. * @param isBuffer defines whether the texture data are stored as a buffer
  52929. * @returns true if the loader can load the specified file
  52930. */
  52931. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52932. /**
  52933. * Transform the url before loading if required.
  52934. * @param rootUrl the url of the texture
  52935. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52936. * @returns the transformed texture
  52937. */
  52938. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  52939. /**
  52940. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  52941. * @param rootUrl the url of the texture
  52942. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52943. * @returns the fallback texture
  52944. */
  52945. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  52946. /**
  52947. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  52948. * @param data contains the texture data
  52949. * @param texture defines the BabylonJS internal texture
  52950. * @param createPolynomials will be true if polynomials have been requested
  52951. * @param onLoad defines the callback to trigger once the texture is ready
  52952. * @param onError defines the callback to trigger in case of error
  52953. */
  52954. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  52955. /**
  52956. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  52957. * @param data contains the texture data
  52958. * @param texture defines the BabylonJS internal texture
  52959. * @param callback defines the method to call once ready to upload
  52960. */
  52961. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  52962. }
  52963. }
  52964. declare module "babylonjs/Misc/basis" {
  52965. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52966. /**
  52967. * Info about the .basis files
  52968. */
  52969. class BasisFileInfo {
  52970. /**
  52971. * If the file has alpha
  52972. */
  52973. hasAlpha: boolean;
  52974. /**
  52975. * Info about each image of the basis file
  52976. */
  52977. images: Array<{
  52978. levels: Array<{
  52979. width: number;
  52980. height: number;
  52981. transcodedPixels: ArrayBufferView;
  52982. }>;
  52983. }>;
  52984. }
  52985. /**
  52986. * Result of transcoding a basis file
  52987. */
  52988. class TranscodeResult {
  52989. /**
  52990. * Info about the .basis file
  52991. */
  52992. fileInfo: BasisFileInfo;
  52993. /**
  52994. * Format to use when loading the file
  52995. */
  52996. format: number;
  52997. }
  52998. /**
  52999. * Configuration options for the Basis transcoder
  53000. */
  53001. export class BasisTranscodeConfiguration {
  53002. /**
  53003. * Supported compression formats used to determine the supported output format of the transcoder
  53004. */
  53005. supportedCompressionFormats?: {
  53006. /**
  53007. * etc1 compression format
  53008. */
  53009. etc1?: boolean;
  53010. /**
  53011. * s3tc compression format
  53012. */
  53013. s3tc?: boolean;
  53014. /**
  53015. * pvrtc compression format
  53016. */
  53017. pvrtc?: boolean;
  53018. /**
  53019. * etc2 compression format
  53020. */
  53021. etc2?: boolean;
  53022. };
  53023. /**
  53024. * If mipmap levels should be loaded for transcoded images (Default: true)
  53025. */
  53026. loadMipmapLevels?: boolean;
  53027. /**
  53028. * Index of a single image to load (Default: all images)
  53029. */
  53030. loadSingleImage?: number;
  53031. }
  53032. /**
  53033. * Used to load .Basis files
  53034. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53035. */
  53036. export class BasisTools {
  53037. private static _IgnoreSupportedFormats;
  53038. /**
  53039. * URL to use when loading the basis transcoder
  53040. */
  53041. static JSModuleURL: string;
  53042. /**
  53043. * URL to use when loading the wasm module for the transcoder
  53044. */
  53045. static WasmModuleURL: string;
  53046. /**
  53047. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53048. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53049. * @returns internal format corresponding to the Basis format
  53050. */
  53051. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53052. private static _WorkerPromise;
  53053. private static _Worker;
  53054. private static _actionId;
  53055. private static _CreateWorkerAsync;
  53056. /**
  53057. * Transcodes a loaded image file to compressed pixel data
  53058. * @param imageData image data to transcode
  53059. * @param config configuration options for the transcoding
  53060. * @returns a promise resulting in the transcoded image
  53061. */
  53062. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53063. /**
  53064. * Loads a texture from the transcode result
  53065. * @param texture texture load to
  53066. * @param transcodeResult the result of transcoding the basis file to load from
  53067. */
  53068. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53069. }
  53070. }
  53071. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53072. import { Nullable } from "babylonjs/types";
  53073. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53074. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53075. /**
  53076. * Loader for .basis file format
  53077. */
  53078. export class _BasisTextureLoader implements IInternalTextureLoader {
  53079. /**
  53080. * Defines whether the loader supports cascade loading the different faces.
  53081. */
  53082. readonly supportCascades: boolean;
  53083. /**
  53084. * This returns if the loader support the current file information.
  53085. * @param extension defines the file extension of the file being loaded
  53086. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53087. * @param fallback defines the fallback internal texture if any
  53088. * @param isBase64 defines whether the texture is encoded as a base64
  53089. * @param isBuffer defines whether the texture data are stored as a buffer
  53090. * @returns true if the loader can load the specified file
  53091. */
  53092. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53093. /**
  53094. * Transform the url before loading if required.
  53095. * @param rootUrl the url of the texture
  53096. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53097. * @returns the transformed texture
  53098. */
  53099. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53100. /**
  53101. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53102. * @param rootUrl the url of the texture
  53103. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53104. * @returns the fallback texture
  53105. */
  53106. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53107. /**
  53108. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53109. * @param data contains the texture data
  53110. * @param texture defines the BabylonJS internal texture
  53111. * @param createPolynomials will be true if polynomials have been requested
  53112. * @param onLoad defines the callback to trigger once the texture is ready
  53113. * @param onError defines the callback to trigger in case of error
  53114. */
  53115. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53116. /**
  53117. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53118. * @param data contains the texture data
  53119. * @param texture defines the BabylonJS internal texture
  53120. * @param callback defines the method to call once ready to upload
  53121. */
  53122. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53123. }
  53124. }
  53125. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53126. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53127. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53128. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53129. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53130. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53131. }
  53132. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53133. import { Scene } from "babylonjs/scene";
  53134. import { Texture } from "babylonjs/Materials/Textures/texture";
  53135. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53136. /**
  53137. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53138. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53139. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53140. */
  53141. export class CustomProceduralTexture extends ProceduralTexture {
  53142. private _animate;
  53143. private _time;
  53144. private _config;
  53145. private _texturePath;
  53146. /**
  53147. * Instantiates a new Custom Procedural Texture.
  53148. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53149. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53150. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53151. * @param name Define the name of the texture
  53152. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53153. * @param size Define the size of the texture to create
  53154. * @param scene Define the scene the texture belongs to
  53155. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53156. * @param generateMipMaps Define if the texture should creates mip maps or not
  53157. */
  53158. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53159. private _loadJson;
  53160. /**
  53161. * Is the texture ready to be used ? (rendered at least once)
  53162. * @returns true if ready, otherwise, false.
  53163. */
  53164. isReady(): boolean;
  53165. /**
  53166. * Render the texture to its associated render target.
  53167. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53168. */
  53169. render(useCameraPostProcess?: boolean): void;
  53170. /**
  53171. * Update the list of dependant textures samplers in the shader.
  53172. */
  53173. updateTextures(): void;
  53174. /**
  53175. * Update the uniform values of the procedural texture in the shader.
  53176. */
  53177. updateShaderUniforms(): void;
  53178. /**
  53179. * Define if the texture animates or not.
  53180. */
  53181. animate: boolean;
  53182. }
  53183. }
  53184. declare module "babylonjs/Shaders/noise.fragment" {
  53185. /** @hidden */
  53186. export var noisePixelShader: {
  53187. name: string;
  53188. shader: string;
  53189. };
  53190. }
  53191. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53192. import { Nullable } from "babylonjs/types";
  53193. import { Scene } from "babylonjs/scene";
  53194. import { Texture } from "babylonjs/Materials/Textures/texture";
  53195. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53196. import "babylonjs/Shaders/noise.fragment";
  53197. /**
  53198. * Class used to generate noise procedural textures
  53199. */
  53200. export class NoiseProceduralTexture extends ProceduralTexture {
  53201. private _time;
  53202. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53203. brightness: number;
  53204. /** Defines the number of octaves to process */
  53205. octaves: number;
  53206. /** Defines the level of persistence (0.8 by default) */
  53207. persistence: number;
  53208. /** Gets or sets animation speed factor (default is 1) */
  53209. animationSpeedFactor: number;
  53210. /**
  53211. * Creates a new NoiseProceduralTexture
  53212. * @param name defines the name fo the texture
  53213. * @param size defines the size of the texture (default is 256)
  53214. * @param scene defines the hosting scene
  53215. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53216. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53217. */
  53218. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53219. private _updateShaderUniforms;
  53220. protected _getDefines(): string;
  53221. /** Generate the current state of the procedural texture */
  53222. render(useCameraPostProcess?: boolean): void;
  53223. /**
  53224. * Serializes this noise procedural texture
  53225. * @returns a serialized noise procedural texture object
  53226. */
  53227. serialize(): any;
  53228. /**
  53229. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53230. * @param parsedTexture defines parsed texture data
  53231. * @param scene defines the current scene
  53232. * @param rootUrl defines the root URL containing noise procedural texture information
  53233. * @returns a parsed NoiseProceduralTexture
  53234. */
  53235. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53236. }
  53237. }
  53238. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53239. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53240. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53241. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53242. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53243. }
  53244. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53245. import { Nullable } from "babylonjs/types";
  53246. import { Scene } from "babylonjs/scene";
  53247. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53248. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53249. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53250. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53251. /**
  53252. * Raw cube texture where the raw buffers are passed in
  53253. */
  53254. export class RawCubeTexture extends CubeTexture {
  53255. /**
  53256. * Creates a cube texture where the raw buffers are passed in.
  53257. * @param scene defines the scene the texture is attached to
  53258. * @param data defines the array of data to use to create each face
  53259. * @param size defines the size of the textures
  53260. * @param format defines the format of the data
  53261. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53262. * @param generateMipMaps defines if the engine should generate the mip levels
  53263. * @param invertY defines if data must be stored with Y axis inverted
  53264. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53265. * @param compression defines the compression used (null by default)
  53266. */
  53267. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53268. /**
  53269. * Updates the raw cube texture.
  53270. * @param data defines the data to store
  53271. * @param format defines the data format
  53272. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53273. * @param invertY defines if data must be stored with Y axis inverted
  53274. * @param compression defines the compression used (null by default)
  53275. * @param level defines which level of the texture to update
  53276. */
  53277. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53278. /**
  53279. * Updates a raw cube texture with RGBD encoded data.
  53280. * @param data defines the array of data [mipmap][face] to use to create each face
  53281. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53282. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53283. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53284. * @returns a promsie that resolves when the operation is complete
  53285. */
  53286. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53287. /**
  53288. * Clones the raw cube texture.
  53289. * @return a new cube texture
  53290. */
  53291. clone(): CubeTexture;
  53292. /** @hidden */
  53293. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53294. }
  53295. }
  53296. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53297. import { Scene } from "babylonjs/scene";
  53298. import { Texture } from "babylonjs/Materials/Textures/texture";
  53299. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53300. /**
  53301. * Class used to store 3D textures containing user data
  53302. */
  53303. export class RawTexture3D extends Texture {
  53304. /** Gets or sets the texture format to use */
  53305. format: number;
  53306. private _engine;
  53307. /**
  53308. * Create a new RawTexture3D
  53309. * @param data defines the data of the texture
  53310. * @param width defines the width of the texture
  53311. * @param height defines the height of the texture
  53312. * @param depth defines the depth of the texture
  53313. * @param format defines the texture format to use
  53314. * @param scene defines the hosting scene
  53315. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53316. * @param invertY defines if texture must be stored with Y axis inverted
  53317. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53318. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53319. */
  53320. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53321. /** Gets or sets the texture format to use */
  53322. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53323. /**
  53324. * Update the texture with new data
  53325. * @param data defines the data to store in the texture
  53326. */
  53327. update(data: ArrayBufferView): void;
  53328. }
  53329. }
  53330. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53331. import { Scene } from "babylonjs/scene";
  53332. import { Plane } from "babylonjs/Maths/math.plane";
  53333. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53334. /**
  53335. * Creates a refraction texture used by refraction channel of the standard material.
  53336. * It is like a mirror but to see through a material.
  53337. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53338. */
  53339. export class RefractionTexture extends RenderTargetTexture {
  53340. /**
  53341. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53342. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  53343. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53344. */
  53345. refractionPlane: Plane;
  53346. /**
  53347. * Define how deep under the surface we should see.
  53348. */
  53349. depth: number;
  53350. /**
  53351. * Creates a refraction texture used by refraction channel of the standard material.
  53352. * It is like a mirror but to see through a material.
  53353. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53354. * @param name Define the texture name
  53355. * @param size Define the size of the underlying texture
  53356. * @param scene Define the scene the refraction belongs to
  53357. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53358. */
  53359. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53360. /**
  53361. * Clone the refraction texture.
  53362. * @returns the cloned texture
  53363. */
  53364. clone(): RefractionTexture;
  53365. /**
  53366. * Serialize the texture to a JSON representation you could use in Parse later on
  53367. * @returns the serialized JSON representation
  53368. */
  53369. serialize(): any;
  53370. }
  53371. }
  53372. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53373. import { Nullable } from "babylonjs/types";
  53374. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53375. import { Matrix } from "babylonjs/Maths/math.vector";
  53376. import { Engine } from "babylonjs/Engines/engine";
  53377. import { Scene } from "babylonjs/scene";
  53378. /**
  53379. * Defines the options related to the creation of an HtmlElementTexture
  53380. */
  53381. export interface IHtmlElementTextureOptions {
  53382. /**
  53383. * Defines wether mip maps should be created or not.
  53384. */
  53385. generateMipMaps?: boolean;
  53386. /**
  53387. * Defines the sampling mode of the texture.
  53388. */
  53389. samplingMode?: number;
  53390. /**
  53391. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53392. */
  53393. engine: Nullable<Engine>;
  53394. /**
  53395. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53396. */
  53397. scene: Nullable<Scene>;
  53398. }
  53399. /**
  53400. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53401. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53402. * is automatically managed.
  53403. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53404. * in your application.
  53405. *
  53406. * As the update is not automatic, you need to call them manually.
  53407. */
  53408. export class HtmlElementTexture extends BaseTexture {
  53409. /**
  53410. * The texture URL.
  53411. */
  53412. element: HTMLVideoElement | HTMLCanvasElement;
  53413. private static readonly DefaultOptions;
  53414. private _textureMatrix;
  53415. private _engine;
  53416. private _isVideo;
  53417. private _generateMipMaps;
  53418. private _samplingMode;
  53419. /**
  53420. * Instantiates a HtmlElementTexture from the following parameters.
  53421. *
  53422. * @param name Defines the name of the texture
  53423. * @param element Defines the video or canvas the texture is filled with
  53424. * @param options Defines the other none mandatory texture creation options
  53425. */
  53426. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53427. private _createInternalTexture;
  53428. /**
  53429. * Returns the texture matrix used in most of the material.
  53430. */
  53431. getTextureMatrix(): Matrix;
  53432. /**
  53433. * Updates the content of the texture.
  53434. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53435. */
  53436. update(invertY?: Nullable<boolean>): void;
  53437. }
  53438. }
  53439. declare module "babylonjs/Materials/Textures/index" {
  53440. export * from "babylonjs/Materials/Textures/baseTexture";
  53441. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53442. export * from "babylonjs/Materials/Textures/cubeTexture";
  53443. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53444. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53445. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53446. export * from "babylonjs/Materials/Textures/internalTexture";
  53447. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53448. export * from "babylonjs/Materials/Textures/Loaders/index";
  53449. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53450. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53451. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53452. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53453. export * from "babylonjs/Materials/Textures/rawTexture";
  53454. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53455. export * from "babylonjs/Materials/Textures/refractionTexture";
  53456. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53457. export * from "babylonjs/Materials/Textures/texture";
  53458. export * from "babylonjs/Materials/Textures/videoTexture";
  53459. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53460. }
  53461. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53462. /**
  53463. * Enum used to define the target of a block
  53464. */
  53465. export enum NodeMaterialBlockTargets {
  53466. /** Vertex shader */
  53467. Vertex = 1,
  53468. /** Fragment shader */
  53469. Fragment = 2,
  53470. /** Neutral */
  53471. Neutral = 4,
  53472. /** Vertex and Fragment */
  53473. VertexAndFragment = 3
  53474. }
  53475. }
  53476. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53477. /**
  53478. * Defines the kind of connection point for node based material
  53479. */
  53480. export enum NodeMaterialBlockConnectionPointTypes {
  53481. /** Float */
  53482. Float = 1,
  53483. /** Int */
  53484. Int = 2,
  53485. /** Vector2 */
  53486. Vector2 = 4,
  53487. /** Vector3 */
  53488. Vector3 = 8,
  53489. /** Vector4 */
  53490. Vector4 = 16,
  53491. /** Color3 */
  53492. Color3 = 32,
  53493. /** Color4 */
  53494. Color4 = 64,
  53495. /** Matrix */
  53496. Matrix = 128,
  53497. /** Vector3 or Color3 */
  53498. Vector3OrColor3 = 40,
  53499. /** Vector3 or Vector4 */
  53500. Vector3OrVector4 = 24,
  53501. /** Vector4 or Color4 */
  53502. Vector4OrColor4 = 80,
  53503. /** Color3 or Color4 */
  53504. Color3OrColor4 = 96,
  53505. /** Vector2 or Color3 or Color4 */
  53506. Vector2OrColor3OrColor4 = 100,
  53507. /** Vector3 or Color3 or Color4 or Vector4 */
  53508. Vector3OrColor3OrVector4OrColor4 = 120,
  53509. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  53510. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  53511. /** Detect type based on connection */
  53512. AutoDetect = 1024,
  53513. /** Output type that will be defined by input type */
  53514. BasedOnInput = 2048
  53515. }
  53516. }
  53517. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53518. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53519. /**
  53520. * Root class for all node material optimizers
  53521. */
  53522. export class NodeMaterialOptimizer {
  53523. /**
  53524. * Function used to optimize a NodeMaterial graph
  53525. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53526. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53527. */
  53528. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53529. }
  53530. }
  53531. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53534. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53535. /**
  53536. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53537. */
  53538. export class TransformBlock extends NodeMaterialBlock {
  53539. /**
  53540. * Defines the value to use to complement W value to transform it to a Vector4
  53541. */
  53542. complementW: number;
  53543. /**
  53544. * Defines the value to use to complement z value to transform it to a Vector4
  53545. */
  53546. complementZ: number;
  53547. /**
  53548. * Creates a new TransformBlock
  53549. * @param name defines the block name
  53550. */
  53551. constructor(name: string);
  53552. /**
  53553. * Gets the current class name
  53554. * @returns the class name
  53555. */
  53556. getClassName(): string;
  53557. /**
  53558. * Gets the vector input
  53559. */
  53560. readonly vector: NodeMaterialConnectionPoint;
  53561. /**
  53562. * Gets the output component
  53563. */
  53564. readonly output: NodeMaterialConnectionPoint;
  53565. /**
  53566. * Gets the matrix transform input
  53567. */
  53568. readonly transform: NodeMaterialConnectionPoint;
  53569. protected _buildBlock(state: NodeMaterialBuildState): this;
  53570. }
  53571. }
  53572. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53573. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53574. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53575. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53576. /**
  53577. * Block used to output the vertex position
  53578. */
  53579. export class VertexOutputBlock extends NodeMaterialBlock {
  53580. /**
  53581. * Creates a new VertexOutputBlock
  53582. * @param name defines the block name
  53583. */
  53584. constructor(name: string);
  53585. /**
  53586. * Gets the current class name
  53587. * @returns the class name
  53588. */
  53589. getClassName(): string;
  53590. /**
  53591. * Gets the vector input component
  53592. */
  53593. readonly vector: NodeMaterialConnectionPoint;
  53594. protected _buildBlock(state: NodeMaterialBuildState): this;
  53595. }
  53596. }
  53597. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53598. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53599. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53600. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53601. /**
  53602. * Block used to output the final color
  53603. */
  53604. export class FragmentOutputBlock extends NodeMaterialBlock {
  53605. /**
  53606. * Gets or sets a boolean indicating if this block will output an alpha value
  53607. */
  53608. alphaBlendingEnabled: boolean;
  53609. /**
  53610. * Create a new FragmentOutputBlock
  53611. * @param name defines the block name
  53612. */
  53613. constructor(name: string);
  53614. /**
  53615. * Gets the current class name
  53616. * @returns the class name
  53617. */
  53618. getClassName(): string;
  53619. /**
  53620. * Gets the color input component
  53621. */
  53622. readonly color: NodeMaterialConnectionPoint;
  53623. protected _buildBlock(state: NodeMaterialBuildState): this;
  53624. }
  53625. }
  53626. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53627. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53628. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53629. import { Scene } from "babylonjs/scene";
  53630. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53631. import { Matrix } from "babylonjs/Maths/math.vector";
  53632. import { Mesh } from "babylonjs/Meshes/mesh";
  53633. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53634. import { Observable } from "babylonjs/Misc/observable";
  53635. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53636. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53637. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53638. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53639. import { Nullable } from "babylonjs/types";
  53640. /**
  53641. * Interface used to configure the node material editor
  53642. */
  53643. export interface INodeMaterialEditorOptions {
  53644. /** Define the URl to load node editor script */
  53645. editorURL?: string;
  53646. }
  53647. /** @hidden */
  53648. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53649. /** BONES */
  53650. NUM_BONE_INFLUENCERS: number;
  53651. BonesPerMesh: number;
  53652. BONETEXTURE: boolean;
  53653. /** MORPH TARGETS */
  53654. MORPHTARGETS: boolean;
  53655. MORPHTARGETS_NORMAL: boolean;
  53656. MORPHTARGETS_TANGENT: boolean;
  53657. MORPHTARGETS_UV: boolean;
  53658. NUM_MORPH_INFLUENCERS: number;
  53659. /** IMAGE PROCESSING */
  53660. IMAGEPROCESSING: boolean;
  53661. VIGNETTE: boolean;
  53662. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53663. VIGNETTEBLENDMODEOPAQUE: boolean;
  53664. TONEMAPPING: boolean;
  53665. TONEMAPPING_ACES: boolean;
  53666. CONTRAST: boolean;
  53667. EXPOSURE: boolean;
  53668. COLORCURVES: boolean;
  53669. COLORGRADING: boolean;
  53670. COLORGRADING3D: boolean;
  53671. SAMPLER3DGREENDEPTH: boolean;
  53672. SAMPLER3DBGRMAP: boolean;
  53673. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53674. constructor();
  53675. setValue(name: string, value: boolean): void;
  53676. }
  53677. /**
  53678. * Class used to configure NodeMaterial
  53679. */
  53680. export interface INodeMaterialOptions {
  53681. /**
  53682. * Defines if blocks should emit comments
  53683. */
  53684. emitComments: boolean;
  53685. }
  53686. /**
  53687. * Class used to create a node based material built by assembling shader blocks
  53688. */
  53689. export class NodeMaterial extends PushMaterial {
  53690. private _options;
  53691. private _vertexCompilationState;
  53692. private _fragmentCompilationState;
  53693. private _sharedData;
  53694. private _buildId;
  53695. private _buildWasSuccessful;
  53696. private _cachedWorldViewMatrix;
  53697. private _cachedWorldViewProjectionMatrix;
  53698. private _optimizers;
  53699. /** Define the URl to load node editor script */
  53700. static EditorURL: string;
  53701. private BJSNODEMATERIALEDITOR;
  53702. /** Get the inspector from bundle or global */
  53703. private _getGlobalNodeMaterialEditor;
  53704. /**
  53705. * Defines the maximum number of lights that can be used in the material
  53706. */
  53707. maxSimultaneousLights: number;
  53708. /**
  53709. * Observable raised when the material is built
  53710. */
  53711. onBuildObservable: Observable<NodeMaterial>;
  53712. /**
  53713. * Gets or sets the root nodes of the material vertex shader
  53714. */
  53715. _vertexOutputNodes: NodeMaterialBlock[];
  53716. /**
  53717. * Gets or sets the root nodes of the material fragment (pixel) shader
  53718. */
  53719. _fragmentOutputNodes: NodeMaterialBlock[];
  53720. /** Gets or sets options to control the node material overall behavior */
  53721. options: INodeMaterialOptions;
  53722. /**
  53723. * Default configuration related to image processing available in the standard Material.
  53724. */
  53725. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53726. /**
  53727. * Gets the image processing configuration used either in this material.
  53728. */
  53729. /**
  53730. * Sets the Default image processing configuration used either in the this material.
  53731. *
  53732. * If sets to null, the scene one is in use.
  53733. */
  53734. imageProcessingConfiguration: ImageProcessingConfiguration;
  53735. /**
  53736. * Create a new node based material
  53737. * @param name defines the material name
  53738. * @param scene defines the hosting scene
  53739. * @param options defines creation option
  53740. */
  53741. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53742. /**
  53743. * Gets the current class name of the material e.g. "NodeMaterial"
  53744. * @returns the class name
  53745. */
  53746. getClassName(): string;
  53747. /**
  53748. * Keep track of the image processing observer to allow dispose and replace.
  53749. */
  53750. private _imageProcessingObserver;
  53751. /**
  53752. * Attaches a new image processing configuration to the Standard Material.
  53753. * @param configuration
  53754. */
  53755. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53756. /**
  53757. * Adds a new optimizer to the list of optimizers
  53758. * @param optimizer defines the optimizers to add
  53759. * @returns the current material
  53760. */
  53761. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53762. /**
  53763. * Remove an optimizer from the list of optimizers
  53764. * @param optimizer defines the optimizers to remove
  53765. * @returns the current material
  53766. */
  53767. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53768. /**
  53769. * Add a new block to the list of output nodes
  53770. * @param node defines the node to add
  53771. * @returns the current material
  53772. */
  53773. addOutputNode(node: NodeMaterialBlock): this;
  53774. /**
  53775. * Remove a block from the list of root nodes
  53776. * @param node defines the node to remove
  53777. * @returns the current material
  53778. */
  53779. removeOutputNode(node: NodeMaterialBlock): this;
  53780. private _addVertexOutputNode;
  53781. private _removeVertexOutputNode;
  53782. private _addFragmentOutputNode;
  53783. private _removeFragmentOutputNode;
  53784. /**
  53785. * Specifies if the material will require alpha blending
  53786. * @returns a boolean specifying if alpha blending is needed
  53787. */
  53788. needAlphaBlending(): boolean;
  53789. /**
  53790. * Specifies if this material should be rendered in alpha test mode
  53791. * @returns a boolean specifying if an alpha test is needed.
  53792. */
  53793. needAlphaTesting(): boolean;
  53794. private _initializeBlock;
  53795. private _resetDualBlocks;
  53796. /**
  53797. * Build the material and generates the inner effect
  53798. * @param verbose defines if the build should log activity
  53799. */
  53800. build(verbose?: boolean): void;
  53801. /**
  53802. * Runs an otpimization phase to try to improve the shader code
  53803. */
  53804. optimize(): void;
  53805. private _prepareDefinesForAttributes;
  53806. /**
  53807. * Get if the submesh is ready to be used and all its information available.
  53808. * Child classes can use it to update shaders
  53809. * @param mesh defines the mesh to check
  53810. * @param subMesh defines which submesh to check
  53811. * @param useInstances specifies that instances should be used
  53812. * @returns a boolean indicating that the submesh is ready or not
  53813. */
  53814. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53815. /**
  53816. * Get a string representing the shaders built by the current node graph
  53817. */
  53818. readonly compiledShaders: string;
  53819. /**
  53820. * Binds the world matrix to the material
  53821. * @param world defines the world transformation matrix
  53822. */
  53823. bindOnlyWorldMatrix(world: Matrix): void;
  53824. /**
  53825. * Binds the submesh to this material by preparing the effect and shader to draw
  53826. * @param world defines the world transformation matrix
  53827. * @param mesh defines the mesh containing the submesh
  53828. * @param subMesh defines the submesh to bind the material to
  53829. */
  53830. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53831. /**
  53832. * Gets the active textures from the material
  53833. * @returns an array of textures
  53834. */
  53835. getActiveTextures(): BaseTexture[];
  53836. /**
  53837. * Specifies if the material uses a texture
  53838. * @param texture defines the texture to check against the material
  53839. * @returns a boolean specifying if the material uses the texture
  53840. */
  53841. hasTexture(texture: BaseTexture): boolean;
  53842. /**
  53843. * Disposes the material
  53844. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53845. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53846. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53847. */
  53848. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53849. /** Creates the node editor window. */
  53850. private _createNodeEditor;
  53851. /**
  53852. * Launch the node material editor
  53853. * @param config Define the configuration of the editor
  53854. * @return a promise fulfilled when the node editor is visible
  53855. */
  53856. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53857. /**
  53858. * Clear the current material
  53859. */
  53860. clear(): void;
  53861. /**
  53862. * Clear the current material and set it to a default state
  53863. */
  53864. setToDefault(): void;
  53865. private _gatherBlocks;
  53866. /**
  53867. * Serializes this material in a JSON representation
  53868. * @returns the serialized material object
  53869. */
  53870. serialize(): any;
  53871. /**
  53872. * Clear the current graph and load a new one from a serialization object
  53873. * @param source defines the JSON representation of the material
  53874. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53875. */
  53876. loadFromSerialization(source: any, rootUrl?: string): void;
  53877. /**
  53878. * Creates a node material from parsed material data
  53879. * @param source defines the JSON representation of the material
  53880. * @param scene defines the hosting scene
  53881. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53882. * @returns a new node material
  53883. */
  53884. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53885. }
  53886. }
  53887. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53888. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53889. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53890. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53891. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53892. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53893. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53894. import { Effect } from "babylonjs/Materials/effect";
  53895. import { Mesh } from "babylonjs/Meshes/mesh";
  53896. import { Nullable } from "babylonjs/types";
  53897. import { Scene } from "babylonjs/scene";
  53898. /**
  53899. * Block used to read a texture from a sampler
  53900. */
  53901. export class TextureBlock extends NodeMaterialBlock {
  53902. private _defineName;
  53903. private _samplerName;
  53904. private _transformedUVName;
  53905. private _textureTransformName;
  53906. private _textureInfoName;
  53907. private _mainUVName;
  53908. private _mainUVDefineName;
  53909. /**
  53910. * Gets or sets the texture associated with the node
  53911. */
  53912. texture: Nullable<BaseTexture>;
  53913. /**
  53914. * Create a new TextureBlock
  53915. * @param name defines the block name
  53916. */
  53917. constructor(name: string);
  53918. /**
  53919. * Gets the current class name
  53920. * @returns the class name
  53921. */
  53922. getClassName(): string;
  53923. /**
  53924. * Gets the uv input component
  53925. */
  53926. readonly uv: NodeMaterialConnectionPoint;
  53927. /**
  53928. * Gets the output component
  53929. */
  53930. readonly output: NodeMaterialConnectionPoint;
  53931. autoConfigure(): void;
  53932. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  53933. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  53934. isReady(): boolean;
  53935. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  53936. private _injectVertexCode;
  53937. private _writeOutput;
  53938. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  53939. serialize(): any;
  53940. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53941. }
  53942. }
  53943. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  53944. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53945. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53946. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  53947. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  53948. /**
  53949. * Class used to store shared data between 2 NodeMaterialBuildState
  53950. */
  53951. export class NodeMaterialBuildStateSharedData {
  53952. /**
  53953. * Gets the list of emitted varyings
  53954. */
  53955. varyings: string[];
  53956. /**
  53957. * Gets the varying declaration string
  53958. */
  53959. varyingDeclaration: string;
  53960. /**
  53961. * Input blocks
  53962. */
  53963. inputBlocks: InputBlock[];
  53964. /**
  53965. * Input blocks
  53966. */
  53967. textureBlocks: TextureBlock[];
  53968. /**
  53969. * Bindable blocks (Blocks that need to set data to the effect)
  53970. */
  53971. bindableBlocks: NodeMaterialBlock[];
  53972. /**
  53973. * List of blocks that can provide a compilation fallback
  53974. */
  53975. blocksWithFallbacks: NodeMaterialBlock[];
  53976. /**
  53977. * List of blocks that can provide a define update
  53978. */
  53979. blocksWithDefines: NodeMaterialBlock[];
  53980. /**
  53981. * List of blocks that can provide a repeatable content
  53982. */
  53983. repeatableContentBlocks: NodeMaterialBlock[];
  53984. /**
  53985. * List of blocks that can provide a dynamic list of uniforms
  53986. */
  53987. dynamicUniformBlocks: NodeMaterialBlock[];
  53988. /**
  53989. * List of blocks that can block the isReady function for the material
  53990. */
  53991. blockingBlocks: NodeMaterialBlock[];
  53992. /**
  53993. * Build Id used to avoid multiple recompilations
  53994. */
  53995. buildId: number;
  53996. /** List of emitted variables */
  53997. variableNames: {
  53998. [key: string]: number;
  53999. };
  54000. /** List of emitted defines */
  54001. defineNames: {
  54002. [key: string]: number;
  54003. };
  54004. /** Should emit comments? */
  54005. emitComments: boolean;
  54006. /** Emit build activity */
  54007. verbose: boolean;
  54008. /**
  54009. * Gets the compilation hints emitted at compilation time
  54010. */
  54011. hints: {
  54012. needWorldViewMatrix: boolean;
  54013. needWorldViewProjectionMatrix: boolean;
  54014. needAlphaBlending: boolean;
  54015. needAlphaTesting: boolean;
  54016. };
  54017. /**
  54018. * List of compilation checks
  54019. */
  54020. checks: {
  54021. emitVertex: boolean;
  54022. emitFragment: boolean;
  54023. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54024. };
  54025. /** Creates a new shared data */
  54026. constructor();
  54027. /**
  54028. * Emits console errors and exceptions if there is a failing check
  54029. */
  54030. emitErrors(): void;
  54031. }
  54032. }
  54033. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54034. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54035. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54036. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54037. /**
  54038. * Class used to store node based material build state
  54039. */
  54040. export class NodeMaterialBuildState {
  54041. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54042. supportUniformBuffers: boolean;
  54043. /**
  54044. * Gets the list of emitted attributes
  54045. */
  54046. attributes: string[];
  54047. /**
  54048. * Gets the list of emitted uniforms
  54049. */
  54050. uniforms: string[];
  54051. /**
  54052. * Gets the list of emitted uniform buffers
  54053. */
  54054. uniformBuffers: string[];
  54055. /**
  54056. * Gets the list of emitted samplers
  54057. */
  54058. samplers: string[];
  54059. /**
  54060. * Gets the list of emitted functions
  54061. */
  54062. functions: {
  54063. [key: string]: string;
  54064. };
  54065. /**
  54066. * Gets the target of the compilation state
  54067. */
  54068. target: NodeMaterialBlockTargets;
  54069. /**
  54070. * Gets the list of emitted counters
  54071. */
  54072. counters: {
  54073. [key: string]: number;
  54074. };
  54075. /**
  54076. * Shared data between multiple NodeMaterialBuildState instances
  54077. */
  54078. sharedData: NodeMaterialBuildStateSharedData;
  54079. /** @hidden */
  54080. _vertexState: NodeMaterialBuildState;
  54081. /** @hidden */
  54082. _attributeDeclaration: string;
  54083. /** @hidden */
  54084. _uniformDeclaration: string;
  54085. /** @hidden */
  54086. _samplerDeclaration: string;
  54087. /** @hidden */
  54088. _varyingTransfer: string;
  54089. private _repeatableContentAnchorIndex;
  54090. /** @hidden */
  54091. _builtCompilationString: string;
  54092. /**
  54093. * Gets the emitted compilation strings
  54094. */
  54095. compilationString: string;
  54096. /**
  54097. * Finalize the compilation strings
  54098. * @param state defines the current compilation state
  54099. */
  54100. finalize(state: NodeMaterialBuildState): void;
  54101. /** @hidden */
  54102. readonly _repeatableContentAnchor: string;
  54103. /** @hidden */
  54104. _getFreeVariableName(prefix: string): string;
  54105. /** @hidden */
  54106. _getFreeDefineName(prefix: string): string;
  54107. /** @hidden */
  54108. _excludeVariableName(name: string): void;
  54109. /** @hidden */
  54110. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54111. /** @hidden */
  54112. _emitFunction(name: string, code: string, comments: string): void;
  54113. /** @hidden */
  54114. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54115. replaceStrings?: {
  54116. search: RegExp;
  54117. replace: string;
  54118. }[];
  54119. repeatKey?: string;
  54120. }): string;
  54121. /** @hidden */
  54122. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54123. repeatKey?: string;
  54124. removeAttributes?: boolean;
  54125. removeUniforms?: boolean;
  54126. removeVaryings?: boolean;
  54127. removeIfDef?: boolean;
  54128. replaceStrings?: {
  54129. search: RegExp;
  54130. replace: string;
  54131. }[];
  54132. }, storeKey?: string): void;
  54133. /** @hidden */
  54134. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54135. /** @hidden */
  54136. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54137. }
  54138. }
  54139. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54140. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54141. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54142. import { Nullable } from "babylonjs/types";
  54143. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54144. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54145. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54147. import { Mesh } from "babylonjs/Meshes/mesh";
  54148. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54149. import { Scene } from "babylonjs/scene";
  54150. /**
  54151. * Defines a block that can be used inside a node based material
  54152. */
  54153. export class NodeMaterialBlock {
  54154. private _buildId;
  54155. private _buildTarget;
  54156. private _target;
  54157. private _isFinalMerger;
  54158. private _isInput;
  54159. /** @hidden */
  54160. _inputs: NodeMaterialConnectionPoint[];
  54161. /** @hidden */
  54162. _outputs: NodeMaterialConnectionPoint[];
  54163. /**
  54164. * Gets or sets the name of the block
  54165. */
  54166. name: string;
  54167. /**
  54168. * Gets or sets the unique id of the node
  54169. */
  54170. uniqueId: number;
  54171. /**
  54172. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54173. */
  54174. readonly isFinalMerger: boolean;
  54175. /**
  54176. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54177. */
  54178. readonly isInput: boolean;
  54179. /**
  54180. * Gets or sets the build Id
  54181. */
  54182. buildId: number;
  54183. /**
  54184. * Gets or sets the target of the block
  54185. */
  54186. target: NodeMaterialBlockTargets;
  54187. /**
  54188. * Gets the list of input points
  54189. */
  54190. readonly inputs: NodeMaterialConnectionPoint[];
  54191. /** Gets the list of output points */
  54192. readonly outputs: NodeMaterialConnectionPoint[];
  54193. /**
  54194. * Find an input by its name
  54195. * @param name defines the name of the input to look for
  54196. * @returns the input or null if not found
  54197. */
  54198. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54199. /**
  54200. * Find an output by its name
  54201. * @param name defines the name of the outputto look for
  54202. * @returns the output or null if not found
  54203. */
  54204. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54205. /**
  54206. * Creates a new NodeMaterialBlock
  54207. * @param name defines the block name
  54208. * @param target defines the target of that block (Vertex by default)
  54209. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54210. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54211. */
  54212. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54213. /**
  54214. * Initialize the block and prepare the context for build
  54215. * @param state defines the state that will be used for the build
  54216. */
  54217. initialize(state: NodeMaterialBuildState): void;
  54218. /**
  54219. * Bind data to effect. Will only be called for blocks with isBindable === true
  54220. * @param effect defines the effect to bind data to
  54221. * @param nodeMaterial defines the hosting NodeMaterial
  54222. * @param mesh defines the mesh that will be rendered
  54223. */
  54224. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54225. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54226. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54227. protected _writeFloat(value: number): string;
  54228. /**
  54229. * Gets the current class name e.g. "NodeMaterialBlock"
  54230. * @returns the class name
  54231. */
  54232. getClassName(): string;
  54233. /**
  54234. * Register a new input. Must be called inside a block constructor
  54235. * @param name defines the connection point name
  54236. * @param type defines the connection point type
  54237. * @param isOptional defines a boolean indicating that this input can be omitted
  54238. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54239. * @returns the current block
  54240. */
  54241. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54242. /**
  54243. * Register a new output. Must be called inside a block constructor
  54244. * @param name defines the connection point name
  54245. * @param type defines the connection point type
  54246. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54247. * @returns the current block
  54248. */
  54249. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54250. /**
  54251. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54252. * @param forOutput defines an optional connection point to check compatibility with
  54253. * @returns the first available input or null
  54254. */
  54255. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54256. /**
  54257. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54258. * @param forBlock defines an optional block to check compatibility with
  54259. * @returns the first available input or null
  54260. */
  54261. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54262. /**
  54263. * Connect current block with another block
  54264. * @param other defines the block to connect with
  54265. * @param options define the various options to help pick the right connections
  54266. * @returns the current block
  54267. */
  54268. connectTo(other: NodeMaterialBlock, options?: {
  54269. input?: string;
  54270. output?: string;
  54271. outputSwizzle?: string;
  54272. }): this | undefined;
  54273. protected _buildBlock(state: NodeMaterialBuildState): void;
  54274. /**
  54275. * Add uniforms, samplers and uniform buffers at compilation time
  54276. * @param state defines the state to update
  54277. * @param nodeMaterial defines the node material requesting the update
  54278. * @param defines defines the material defines to update
  54279. */
  54280. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54281. /**
  54282. * Add potential fallbacks if shader compilation fails
  54283. * @param mesh defines the mesh to be rendered
  54284. * @param fallbacks defines the current prioritized list of fallbacks
  54285. */
  54286. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54287. /**
  54288. * Update defines for shader compilation
  54289. * @param mesh defines the mesh to be rendered
  54290. * @param nodeMaterial defines the node material requesting the update
  54291. * @param defines defines the material defines to update
  54292. * @param useInstances specifies that instances should be used
  54293. */
  54294. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54295. /**
  54296. * Initialize defines for shader compilation
  54297. * @param mesh defines the mesh to be rendered
  54298. * @param nodeMaterial defines the node material requesting the update
  54299. * @param defines defines the material defines to be prepared
  54300. * @param useInstances specifies that instances should be used
  54301. */
  54302. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54303. /**
  54304. * Lets the block try to connect some inputs automatically
  54305. */
  54306. autoConfigure(): void;
  54307. /**
  54308. * Function called when a block is declared as repeatable content generator
  54309. * @param vertexShaderState defines the current compilation state for the vertex shader
  54310. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54311. * @param mesh defines the mesh to be rendered
  54312. * @param defines defines the material defines to update
  54313. */
  54314. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54315. /**
  54316. * Checks if the block is ready
  54317. * @param mesh defines the mesh to be rendered
  54318. * @param nodeMaterial defines the node material requesting the update
  54319. * @param defines defines the material defines to update
  54320. * @param useInstances specifies that instances should be used
  54321. * @returns true if the block is ready
  54322. */
  54323. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54324. private _processBuild;
  54325. /**
  54326. * Compile the current node and generate the shader code
  54327. * @param state defines the current compilation state (uniforms, samplers, current string)
  54328. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54329. * @returns true if already built
  54330. */
  54331. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54332. /**
  54333. * Serializes this block in a JSON representation
  54334. * @returns the serialized block object
  54335. */
  54336. serialize(): any;
  54337. /** @hidden */
  54338. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54339. }
  54340. }
  54341. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54342. /**
  54343. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54344. */
  54345. export enum NodeMaterialBlockConnectionPointMode {
  54346. /** Value is an uniform */
  54347. Uniform = 0,
  54348. /** Value is a mesh attribute */
  54349. Attribute = 1,
  54350. /** Value is a varying between vertex and fragment shaders */
  54351. Varying = 2,
  54352. /** Mode is undefined */
  54353. Undefined = 3
  54354. }
  54355. }
  54356. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54357. /**
  54358. * Enum used to define well known values e.g. values automatically provided by the system
  54359. */
  54360. export enum NodeMaterialWellKnownValues {
  54361. /** World */
  54362. World = 1,
  54363. /** View */
  54364. View = 2,
  54365. /** Projection */
  54366. Projection = 3,
  54367. /** ViewProjection */
  54368. ViewProjection = 4,
  54369. /** WorldView */
  54370. WorldView = 5,
  54371. /** WorldViewProjection */
  54372. WorldViewProjection = 6,
  54373. /** CameraPosition */
  54374. CameraPosition = 7,
  54375. /** Fog Color */
  54376. FogColor = 8
  54377. }
  54378. }
  54379. declare module "babylonjs/Maths/math.vertexFormat" {
  54380. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54381. /**
  54382. * Contains position and normal vectors for a vertex
  54383. */
  54384. export class PositionNormalVertex {
  54385. /** the position of the vertex (defaut: 0,0,0) */
  54386. position: Vector3;
  54387. /** the normal of the vertex (defaut: 0,1,0) */
  54388. normal: Vector3;
  54389. /**
  54390. * Creates a PositionNormalVertex
  54391. * @param position the position of the vertex (defaut: 0,0,0)
  54392. * @param normal the normal of the vertex (defaut: 0,1,0)
  54393. */
  54394. constructor(
  54395. /** the position of the vertex (defaut: 0,0,0) */
  54396. position?: Vector3,
  54397. /** the normal of the vertex (defaut: 0,1,0) */
  54398. normal?: Vector3);
  54399. /**
  54400. * Clones the PositionNormalVertex
  54401. * @returns the cloned PositionNormalVertex
  54402. */
  54403. clone(): PositionNormalVertex;
  54404. }
  54405. /**
  54406. * Contains position, normal and uv vectors for a vertex
  54407. */
  54408. export class PositionNormalTextureVertex {
  54409. /** the position of the vertex (defaut: 0,0,0) */
  54410. position: Vector3;
  54411. /** the normal of the vertex (defaut: 0,1,0) */
  54412. normal: Vector3;
  54413. /** the uv of the vertex (default: 0,0) */
  54414. uv: Vector2;
  54415. /**
  54416. * Creates a PositionNormalTextureVertex
  54417. * @param position the position of the vertex (defaut: 0,0,0)
  54418. * @param normal the normal of the vertex (defaut: 0,1,0)
  54419. * @param uv the uv of the vertex (default: 0,0)
  54420. */
  54421. constructor(
  54422. /** the position of the vertex (defaut: 0,0,0) */
  54423. position?: Vector3,
  54424. /** the normal of the vertex (defaut: 0,1,0) */
  54425. normal?: Vector3,
  54426. /** the uv of the vertex (default: 0,0) */
  54427. uv?: Vector2);
  54428. /**
  54429. * Clones the PositionNormalTextureVertex
  54430. * @returns the cloned PositionNormalTextureVertex
  54431. */
  54432. clone(): PositionNormalTextureVertex;
  54433. }
  54434. }
  54435. declare module "babylonjs/Maths/math" {
  54436. export * from "babylonjs/Maths/math.axis";
  54437. export * from "babylonjs/Maths/math.color";
  54438. export * from "babylonjs/Maths/math.constants";
  54439. export * from "babylonjs/Maths/math.frustum";
  54440. export * from "babylonjs/Maths/math.path";
  54441. export * from "babylonjs/Maths/math.plane";
  54442. export * from "babylonjs/Maths/math.size";
  54443. export * from "babylonjs/Maths/math.vector";
  54444. export * from "babylonjs/Maths/math.vertexFormat";
  54445. export * from "babylonjs/Maths/math.viewport";
  54446. }
  54447. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54448. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54449. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54450. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54451. import { Nullable } from "babylonjs/types";
  54452. import { Effect } from "babylonjs/Materials/effect";
  54453. import { Matrix } from "babylonjs/Maths/math.vector";
  54454. import { Scene } from "babylonjs/scene";
  54455. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54456. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54457. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54458. /**
  54459. * Block used to expose an input value
  54460. */
  54461. export class InputBlock extends NodeMaterialBlock {
  54462. private _mode;
  54463. private _associatedVariableName;
  54464. private _storedValue;
  54465. private _valueCallback;
  54466. private _type;
  54467. /** @hidden */
  54468. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54469. /**
  54470. * Gets or sets the connection point type (default is float)
  54471. */
  54472. readonly type: NodeMaterialBlockConnectionPointTypes;
  54473. /**
  54474. * Creates a new InputBlock
  54475. * @param name defines the block name
  54476. * @param target defines the target of that block (Vertex by default)
  54477. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54478. */
  54479. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54480. /**
  54481. * Gets the output component
  54482. */
  54483. readonly output: NodeMaterialConnectionPoint;
  54484. /**
  54485. * Set the source of this connection point to a vertex attribute
  54486. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54487. * @returns the current connection point
  54488. */
  54489. setAsAttribute(attributeName?: string): InputBlock;
  54490. /**
  54491. * Set the source of this connection point to a well known value
  54492. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54493. * @returns the current connection point
  54494. */
  54495. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54496. /**
  54497. * Gets or sets the value of that point.
  54498. * Please note that this value will be ignored if valueCallback is defined
  54499. */
  54500. value: any;
  54501. /**
  54502. * Gets or sets a callback used to get the value of that point.
  54503. * Please note that setting this value will force the connection point to ignore the value property
  54504. */
  54505. valueCallback: () => any;
  54506. /**
  54507. * Gets or sets the associated variable name in the shader
  54508. */
  54509. associatedVariableName: string;
  54510. /**
  54511. * Gets a boolean indicating that this connection point not defined yet
  54512. */
  54513. readonly isUndefined: boolean;
  54514. /**
  54515. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54516. * In this case the connection point name must be the name of the uniform to use.
  54517. * Can only be set on inputs
  54518. */
  54519. isUniform: boolean;
  54520. /**
  54521. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54522. * In this case the connection point name must be the name of the attribute to use
  54523. * Can only be set on inputs
  54524. */
  54525. isAttribute: boolean;
  54526. /**
  54527. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54528. * Can only be set on exit points
  54529. */
  54530. isVarying: boolean;
  54531. /**
  54532. * Gets a boolean indicating that the current connection point is a well known value
  54533. */
  54534. readonly isWellKnownValue: boolean;
  54535. /**
  54536. * Gets or sets the current well known value or null if not defined as well know value
  54537. */
  54538. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54539. /**
  54540. * Gets the current class name
  54541. * @returns the class name
  54542. */
  54543. getClassName(): string;
  54544. private _emitDefine;
  54545. /**
  54546. * Set the input block to its default value (based on its type)
  54547. */
  54548. setDefaultValue(): void;
  54549. private _emit;
  54550. /** @hidden */
  54551. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54552. /** @hidden */
  54553. _transmit(effect: Effect, scene: Scene): void;
  54554. protected _buildBlock(state: NodeMaterialBuildState): void;
  54555. serialize(): any;
  54556. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54557. }
  54558. }
  54559. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54560. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54561. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54562. import { Nullable } from "babylonjs/types";
  54563. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54564. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54565. /**
  54566. * Defines a connection point for a block
  54567. */
  54568. export class NodeMaterialConnectionPoint {
  54569. /** @hidden */
  54570. _ownerBlock: NodeMaterialBlock;
  54571. /** @hidden */
  54572. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54573. private _endpoints;
  54574. private _associatedVariableName;
  54575. /** @hidden */
  54576. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54577. private _type;
  54578. /** @hidden */
  54579. _enforceAssociatedVariableName: boolean;
  54580. /**
  54581. * Gets or sets the associated variable name in the shader
  54582. */
  54583. associatedVariableName: string;
  54584. /**
  54585. * Gets or sets the connection point type (default is float)
  54586. */
  54587. type: NodeMaterialBlockConnectionPointTypes;
  54588. /**
  54589. * Gets or sets the connection point name
  54590. */
  54591. name: string;
  54592. /**
  54593. * Gets or sets the swizzle to apply to this connection point when reading or writing
  54594. */
  54595. swizzle: string;
  54596. /**
  54597. * Gets or sets a boolean indicating that this connection point can be omitted
  54598. */
  54599. isOptional: boolean;
  54600. /**
  54601. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54602. */
  54603. define: string;
  54604. /** Gets or sets the target of that connection point */
  54605. target: NodeMaterialBlockTargets;
  54606. /**
  54607. * Gets a boolean indicating that the current point is connected
  54608. */
  54609. readonly isConnected: boolean;
  54610. /**
  54611. * Gets a boolean indicating that the current point is connected to an input block
  54612. */
  54613. readonly isConnectedToInput: boolean;
  54614. /**
  54615. * Gets a the connected input block (if any)
  54616. */
  54617. readonly connectInputBlock: Nullable<InputBlock>;
  54618. /** Get the other side of the connection (if any) */
  54619. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54620. /** Get the block that owns this connection point */
  54621. readonly ownerBlock: NodeMaterialBlock;
  54622. /** Get the block connected on the other side of this connection (if any) */
  54623. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54624. /** Get the block connected on the endpoints of this connection (if any) */
  54625. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54626. /** Gets the list of connected endpoints */
  54627. readonly endpoints: NodeMaterialConnectionPoint[];
  54628. /**
  54629. * Creates a new connection point
  54630. * @param name defines the connection point name
  54631. * @param ownerBlock defines the block hosting this connection point
  54632. */
  54633. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54634. /**
  54635. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54636. * @returns the class name
  54637. */
  54638. getClassName(): string;
  54639. /**
  54640. * Gets an boolean indicating if the current point can be connected to another point
  54641. * @param connectionPoint defines the other connection point
  54642. * @returns true if the connection is possible
  54643. */
  54644. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54645. /**
  54646. * Connect this point to another connection point
  54647. * @param connectionPoint defines the other connection point
  54648. * @returns the current connection point
  54649. */
  54650. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54651. /**
  54652. * Disconnect this point from one of his endpoint
  54653. * @param endpoint defines the other connection point
  54654. * @returns the current connection point
  54655. */
  54656. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54657. /**
  54658. * Serializes this point in a JSON representation
  54659. * @returns the serialized point object
  54660. */
  54661. serialize(): any;
  54662. private static _GetTypeLength;
  54663. }
  54664. }
  54665. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54666. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54667. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54668. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54669. import { Mesh } from "babylonjs/Meshes/mesh";
  54670. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54671. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54672. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54673. /**
  54674. * Block used to add support for vertex skinning (bones)
  54675. */
  54676. export class BonesBlock extends NodeMaterialBlock {
  54677. /**
  54678. * Creates a new BonesBlock
  54679. * @param name defines the block name
  54680. */
  54681. constructor(name: string);
  54682. /**
  54683. * Initialize the block and prepare the context for build
  54684. * @param state defines the state that will be used for the build
  54685. */
  54686. initialize(state: NodeMaterialBuildState): void;
  54687. /**
  54688. * Gets the current class name
  54689. * @returns the class name
  54690. */
  54691. getClassName(): string;
  54692. /**
  54693. * Gets the matrix indices input component
  54694. */
  54695. readonly matricesIndices: NodeMaterialConnectionPoint;
  54696. /**
  54697. * Gets the matrix weights input component
  54698. */
  54699. readonly matricesWeights: NodeMaterialConnectionPoint;
  54700. /**
  54701. * Gets the extra matrix indices input component
  54702. */
  54703. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54704. /**
  54705. * Gets the extra matrix weights input component
  54706. */
  54707. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54708. /**
  54709. * Gets the world input component
  54710. */
  54711. readonly world: NodeMaterialConnectionPoint;
  54712. /**
  54713. * Gets the output component
  54714. */
  54715. readonly output: NodeMaterialConnectionPoint;
  54716. autoConfigure(): void;
  54717. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54718. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54719. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54720. protected _buildBlock(state: NodeMaterialBuildState): this;
  54721. }
  54722. }
  54723. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54724. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54725. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54726. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54727. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54728. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54729. /**
  54730. * Block used to add support for instances
  54731. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54732. */
  54733. export class InstancesBlock extends NodeMaterialBlock {
  54734. /**
  54735. * Creates a new InstancesBlock
  54736. * @param name defines the block name
  54737. */
  54738. constructor(name: string);
  54739. /**
  54740. * Gets the current class name
  54741. * @returns the class name
  54742. */
  54743. getClassName(): string;
  54744. /**
  54745. * Gets the first world row input component
  54746. */
  54747. readonly world0: NodeMaterialConnectionPoint;
  54748. /**
  54749. * Gets the second world row input component
  54750. */
  54751. readonly world1: NodeMaterialConnectionPoint;
  54752. /**
  54753. * Gets the third world row input component
  54754. */
  54755. readonly world2: NodeMaterialConnectionPoint;
  54756. /**
  54757. * Gets the forth world row input component
  54758. */
  54759. readonly world3: NodeMaterialConnectionPoint;
  54760. /**
  54761. * Gets the world input component
  54762. */
  54763. readonly world: NodeMaterialConnectionPoint;
  54764. /**
  54765. * Gets the output component
  54766. */
  54767. readonly output: NodeMaterialConnectionPoint;
  54768. autoConfigure(): void;
  54769. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54770. protected _buildBlock(state: NodeMaterialBuildState): this;
  54771. }
  54772. }
  54773. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54774. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54775. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54776. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54777. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54778. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54779. import { Effect } from "babylonjs/Materials/effect";
  54780. import { Mesh } from "babylonjs/Meshes/mesh";
  54781. /**
  54782. * Block used to add morph targets support to vertex shader
  54783. */
  54784. export class MorphTargetsBlock extends NodeMaterialBlock {
  54785. private _repeatableContentAnchor;
  54786. private _repeatebleContentGenerated;
  54787. /**
  54788. * Create a new MorphTargetsBlock
  54789. * @param name defines the block name
  54790. */
  54791. constructor(name: string);
  54792. /**
  54793. * Gets the current class name
  54794. * @returns the class name
  54795. */
  54796. getClassName(): string;
  54797. /**
  54798. * Gets the position input component
  54799. */
  54800. readonly position: NodeMaterialConnectionPoint;
  54801. /**
  54802. * Gets the normal input component
  54803. */
  54804. readonly normal: NodeMaterialConnectionPoint;
  54805. /**
  54806. * Gets the tangent input component
  54807. */
  54808. readonly tangent: NodeMaterialConnectionPoint;
  54809. /**
  54810. * Gets the tangent input component
  54811. */
  54812. readonly uv: NodeMaterialConnectionPoint;
  54813. /**
  54814. * Gets the position output component
  54815. */
  54816. readonly positionOutput: NodeMaterialConnectionPoint;
  54817. /**
  54818. * Gets the normal output component
  54819. */
  54820. readonly normalOutput: NodeMaterialConnectionPoint;
  54821. /**
  54822. * Gets the tangent output component
  54823. */
  54824. readonly tangentOutput: NodeMaterialConnectionPoint;
  54825. /**
  54826. * Gets the tangent output component
  54827. */
  54828. readonly uvOutput: NodeMaterialConnectionPoint;
  54829. initialize(state: NodeMaterialBuildState): void;
  54830. autoConfigure(): void;
  54831. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54832. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54833. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54834. protected _buildBlock(state: NodeMaterialBuildState): this;
  54835. }
  54836. }
  54837. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54838. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54839. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54840. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54841. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54842. }
  54843. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54844. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54845. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54846. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54847. /**
  54848. * Block used to add an alpha test in the fragment shader
  54849. */
  54850. export class AlphaTestBlock extends NodeMaterialBlock {
  54851. /**
  54852. * Gets or sets the alpha value where alpha testing happens
  54853. */
  54854. alphaCutOff: number;
  54855. /**
  54856. * Create a new AlphaTestBlock
  54857. * @param name defines the block name
  54858. */
  54859. constructor(name: string);
  54860. /**
  54861. * Gets the current class name
  54862. * @returns the class name
  54863. */
  54864. getClassName(): string;
  54865. /**
  54866. * Gets the color input component
  54867. */
  54868. readonly color: NodeMaterialConnectionPoint;
  54869. protected _buildBlock(state: NodeMaterialBuildState): this;
  54870. }
  54871. }
  54872. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock" {
  54873. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54874. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54875. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54876. /**
  54877. * Block used to create a Color4 out of 4 inputs (one for each component)
  54878. */
  54879. export class RGBAMergerBlock extends NodeMaterialBlock {
  54880. /**
  54881. * Create a new RGBAMergerBlock
  54882. * @param name defines the block name
  54883. */
  54884. constructor(name: string);
  54885. /**
  54886. * Gets the current class name
  54887. * @returns the class name
  54888. */
  54889. getClassName(): string;
  54890. /**
  54891. * Gets the R input component
  54892. */
  54893. readonly r: NodeMaterialConnectionPoint;
  54894. /**
  54895. * Gets the G input component
  54896. */
  54897. readonly g: NodeMaterialConnectionPoint;
  54898. /**
  54899. * Gets the B input component
  54900. */
  54901. readonly b: NodeMaterialConnectionPoint;
  54902. /**
  54903. * Gets the RGB input component
  54904. */
  54905. readonly rgb: NodeMaterialConnectionPoint;
  54906. /**
  54907. * Gets the R input component
  54908. */
  54909. readonly a: NodeMaterialConnectionPoint;
  54910. /**
  54911. * Gets the output component
  54912. */
  54913. readonly output: NodeMaterialConnectionPoint;
  54914. protected _buildBlock(state: NodeMaterialBuildState): this;
  54915. }
  54916. }
  54917. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock" {
  54918. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54919. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54920. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54921. /**
  54922. * Block used to create a Color3 out of 3 inputs (one for each component)
  54923. */
  54924. export class RGBMergerBlock extends NodeMaterialBlock {
  54925. /**
  54926. * Create a new RGBMergerBlock
  54927. * @param name defines the block name
  54928. */
  54929. constructor(name: string);
  54930. /**
  54931. * Gets the current class name
  54932. * @returns the class name
  54933. */
  54934. getClassName(): string;
  54935. /**
  54936. * Gets the R component input
  54937. */
  54938. readonly r: NodeMaterialConnectionPoint;
  54939. /**
  54940. * Gets the G component input
  54941. */
  54942. readonly g: NodeMaterialConnectionPoint;
  54943. /**
  54944. * Gets the B component input
  54945. */
  54946. readonly b: NodeMaterialConnectionPoint;
  54947. /**
  54948. * Gets the output component
  54949. */
  54950. readonly output: NodeMaterialConnectionPoint;
  54951. protected _buildBlock(state: NodeMaterialBuildState): this;
  54952. }
  54953. }
  54954. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock" {
  54955. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54956. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54957. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54958. /**
  54959. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  54960. */
  54961. export class RGBASplitterBlock extends NodeMaterialBlock {
  54962. /**
  54963. * Create a new RGBASplitterBlock
  54964. * @param name defines the block name
  54965. */
  54966. constructor(name: string);
  54967. /**
  54968. * Gets the current class name
  54969. * @returns the class name
  54970. */
  54971. getClassName(): string;
  54972. /**
  54973. * Gets the input component
  54974. */
  54975. readonly input: NodeMaterialConnectionPoint;
  54976. protected _buildBlock(state: NodeMaterialBuildState): this;
  54977. }
  54978. }
  54979. declare module "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock" {
  54980. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54981. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54982. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54983. /**
  54984. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  54985. */
  54986. export class RGBSplitterBlock extends NodeMaterialBlock {
  54987. /**
  54988. * Create a new RGBSplitterBlock
  54989. * @param name defines the block name
  54990. */
  54991. constructor(name: string);
  54992. /**
  54993. * Gets the current class name
  54994. * @returns the class name
  54995. */
  54996. getClassName(): string;
  54997. /**
  54998. * Gets the input component
  54999. */
  55000. readonly input: NodeMaterialConnectionPoint;
  55001. protected _buildBlock(state: NodeMaterialBuildState): this;
  55002. }
  55003. }
  55004. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55005. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55006. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55007. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55008. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55009. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55010. import { Effect } from "babylonjs/Materials/effect";
  55011. import { Mesh } from "babylonjs/Meshes/mesh";
  55012. /**
  55013. * Block used to add image processing support to fragment shader
  55014. */
  55015. export class ImageProcessingBlock extends NodeMaterialBlock {
  55016. /**
  55017. * Create a new ImageProcessingBlock
  55018. * @param name defines the block name
  55019. */
  55020. constructor(name: string);
  55021. /**
  55022. * Gets the current class name
  55023. * @returns the class name
  55024. */
  55025. getClassName(): string;
  55026. /**
  55027. * Gets the color input component
  55028. */
  55029. readonly color: NodeMaterialConnectionPoint;
  55030. /**
  55031. * Gets the output component
  55032. */
  55033. readonly output: NodeMaterialConnectionPoint;
  55034. /**
  55035. * Initialize the block and prepare the context for build
  55036. * @param state defines the state that will be used for the build
  55037. */
  55038. initialize(state: NodeMaterialBuildState): void;
  55039. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55040. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55041. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55042. protected _buildBlock(state: NodeMaterialBuildState): this;
  55043. }
  55044. }
  55045. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55046. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55047. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55048. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaMergerBlock";
  55049. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbMergerBlock";
  55050. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbaSplitterBlock";
  55051. export * from "babylonjs/Materials/Node/Blocks/Fragment/rgbSplitterBlock";
  55052. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55053. }
  55054. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55055. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55056. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55057. import { Mesh } from "babylonjs/Meshes/mesh";
  55058. import { Effect } from "babylonjs/Materials/effect";
  55059. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55061. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55062. /**
  55063. * Block used to add support for scene fog
  55064. */
  55065. export class FogBlock extends NodeMaterialBlock {
  55066. private _fogDistanceName;
  55067. private _fogParameters;
  55068. /**
  55069. * Create a new FogBlock
  55070. * @param name defines the block name
  55071. */
  55072. constructor(name: string);
  55073. /**
  55074. * Gets the current class name
  55075. * @returns the class name
  55076. */
  55077. getClassName(): string;
  55078. /**
  55079. * Gets the world position input component
  55080. */
  55081. readonly worldPosition: NodeMaterialConnectionPoint;
  55082. /**
  55083. * Gets the view input component
  55084. */
  55085. readonly view: NodeMaterialConnectionPoint;
  55086. /**
  55087. * Gets the color input component
  55088. */
  55089. readonly color: NodeMaterialConnectionPoint;
  55090. /**
  55091. * Gets the fog color input component
  55092. */
  55093. readonly fogColor: NodeMaterialConnectionPoint;
  55094. /**
  55095. * Gets the output component
  55096. */
  55097. readonly output: NodeMaterialConnectionPoint;
  55098. autoConfigure(): void;
  55099. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55100. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55101. protected _buildBlock(state: NodeMaterialBuildState): this;
  55102. }
  55103. }
  55104. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55105. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55106. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55107. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55108. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55109. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55110. import { Effect } from "babylonjs/Materials/effect";
  55111. import { Mesh } from "babylonjs/Meshes/mesh";
  55112. import { Light } from "babylonjs/Lights/light";
  55113. import { Nullable } from "babylonjs/types";
  55114. import { Scene } from "babylonjs/scene";
  55115. /**
  55116. * Block used to add light in the fragment shader
  55117. */
  55118. export class LightBlock extends NodeMaterialBlock {
  55119. private _lightId;
  55120. /**
  55121. * Gets or sets the light associated with this block
  55122. */
  55123. light: Nullable<Light>;
  55124. /**
  55125. * Create a new LightBlock
  55126. * @param name defines the block name
  55127. */
  55128. constructor(name: string);
  55129. /**
  55130. * Gets the current class name
  55131. * @returns the class name
  55132. */
  55133. getClassName(): string;
  55134. /**
  55135. * Gets the world position input component
  55136. */
  55137. readonly worldPosition: NodeMaterialConnectionPoint;
  55138. /**
  55139. * Gets the world normal input component
  55140. */
  55141. readonly worldNormal: NodeMaterialConnectionPoint;
  55142. /**
  55143. * Gets the camera (or eye) position component
  55144. */
  55145. readonly cameraPosition: NodeMaterialConnectionPoint;
  55146. /**
  55147. * Gets the diffuse output component
  55148. */
  55149. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55150. /**
  55151. * Gets the specular output component
  55152. */
  55153. readonly specularOutput: NodeMaterialConnectionPoint;
  55154. autoConfigure(): void;
  55155. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55156. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55157. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55158. private _injectVertexCode;
  55159. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55160. serialize(): any;
  55161. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55162. }
  55163. }
  55164. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55165. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55166. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55167. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55168. }
  55169. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55170. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55171. }
  55172. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55173. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55174. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55175. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55176. /**
  55177. * Block used to multiply 2 values
  55178. */
  55179. export class MultiplyBlock extends NodeMaterialBlock {
  55180. /**
  55181. * Creates a new MultiplyBlock
  55182. * @param name defines the block name
  55183. */
  55184. constructor(name: string);
  55185. /**
  55186. * Gets the current class name
  55187. * @returns the class name
  55188. */
  55189. getClassName(): string;
  55190. /**
  55191. * Gets the left operand input component
  55192. */
  55193. readonly left: NodeMaterialConnectionPoint;
  55194. /**
  55195. * Gets the right operand input component
  55196. */
  55197. readonly right: NodeMaterialConnectionPoint;
  55198. /**
  55199. * Gets the output component
  55200. */
  55201. readonly output: NodeMaterialConnectionPoint;
  55202. protected _buildBlock(state: NodeMaterialBuildState): this;
  55203. }
  55204. }
  55205. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55206. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55207. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55208. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55209. /**
  55210. * Block used to add 2 vectors
  55211. */
  55212. export class AddBlock extends NodeMaterialBlock {
  55213. /**
  55214. * Creates a new AddBlock
  55215. * @param name defines the block name
  55216. */
  55217. constructor(name: string);
  55218. /**
  55219. * Gets the current class name
  55220. * @returns the class name
  55221. */
  55222. getClassName(): string;
  55223. /**
  55224. * Gets the left operand input component
  55225. */
  55226. readonly left: NodeMaterialConnectionPoint;
  55227. /**
  55228. * Gets the right operand input component
  55229. */
  55230. readonly right: NodeMaterialConnectionPoint;
  55231. /**
  55232. * Gets the output component
  55233. */
  55234. readonly output: NodeMaterialConnectionPoint;
  55235. protected _buildBlock(state: NodeMaterialBuildState): this;
  55236. }
  55237. }
  55238. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55239. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55241. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55242. /**
  55243. * Block used to clamp a float
  55244. */
  55245. export class ClampBlock extends NodeMaterialBlock {
  55246. /** Gets or sets the minimum range */
  55247. minimum: number;
  55248. /** Gets or sets the maximum range */
  55249. maximum: number;
  55250. /**
  55251. * Creates a new ClampBlock
  55252. * @param name defines the block name
  55253. */
  55254. constructor(name: string);
  55255. /**
  55256. * Gets the current class name
  55257. * @returns the class name
  55258. */
  55259. getClassName(): string;
  55260. /**
  55261. * Gets the value input component
  55262. */
  55263. readonly value: NodeMaterialConnectionPoint;
  55264. /**
  55265. * Gets the output component
  55266. */
  55267. readonly output: NodeMaterialConnectionPoint;
  55268. protected _buildBlock(state: NodeMaterialBuildState): this;
  55269. }
  55270. }
  55271. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55275. /**
  55276. * Block used to apply a cross product between 2 vectors
  55277. */
  55278. export class CrossBlock extends NodeMaterialBlock {
  55279. /**
  55280. * Creates a new CrossBlock
  55281. * @param name defines the block name
  55282. */
  55283. constructor(name: string);
  55284. /**
  55285. * Gets the current class name
  55286. * @returns the class name
  55287. */
  55288. getClassName(): string;
  55289. /**
  55290. * Gets the left operand input component
  55291. */
  55292. readonly left: NodeMaterialConnectionPoint;
  55293. /**
  55294. * Gets the right operand input component
  55295. */
  55296. readonly right: NodeMaterialConnectionPoint;
  55297. /**
  55298. * Gets the output component
  55299. */
  55300. readonly output: NodeMaterialConnectionPoint;
  55301. protected _buildBlock(state: NodeMaterialBuildState): this;
  55302. }
  55303. }
  55304. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55308. /**
  55309. * Block used to apply a dot product between 2 vectors
  55310. */
  55311. export class DotBlock extends NodeMaterialBlock {
  55312. /**
  55313. * Creates a new DotBlock
  55314. * @param name defines the block name
  55315. */
  55316. constructor(name: string);
  55317. /**
  55318. * Gets the current class name
  55319. * @returns the class name
  55320. */
  55321. getClassName(): string;
  55322. /**
  55323. * Gets the left operand input component
  55324. */
  55325. readonly left: NodeMaterialConnectionPoint;
  55326. /**
  55327. * Gets the right operand input component
  55328. */
  55329. readonly right: NodeMaterialConnectionPoint;
  55330. /**
  55331. * Gets the output component
  55332. */
  55333. readonly output: NodeMaterialConnectionPoint;
  55334. protected _buildBlock(state: NodeMaterialBuildState): this;
  55335. }
  55336. }
  55337. declare module "babylonjs/Materials/Node/Blocks/index" {
  55338. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55339. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55340. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55341. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55342. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55343. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55344. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55345. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55346. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55347. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55348. }
  55349. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55350. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55351. }
  55352. declare module "babylonjs/Materials/Node/index" {
  55353. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55354. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55355. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55356. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55357. export * from "babylonjs/Materials/Node/nodeMaterial";
  55358. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55359. export * from "babylonjs/Materials/Node/Blocks/index";
  55360. export * from "babylonjs/Materials/Node/Optimizers/index";
  55361. }
  55362. declare module "babylonjs/Materials/effectRenderer" {
  55363. import { Nullable } from "babylonjs/types";
  55364. import { Texture } from "babylonjs/Materials/Textures/texture";
  55365. import { Engine } from "babylonjs/Engines/engine";
  55366. import { Viewport } from "babylonjs/Maths/math.viewport";
  55367. import { Observable } from "babylonjs/Misc/observable";
  55368. import { Effect } from "babylonjs/Materials/effect";
  55369. import "babylonjs/Shaders/postprocess.vertex";
  55370. /**
  55371. * Effect Render Options
  55372. */
  55373. export interface IEffectRendererOptions {
  55374. /**
  55375. * Defines the vertices positions.
  55376. */
  55377. positions?: number[];
  55378. /**
  55379. * Defines the indices.
  55380. */
  55381. indices?: number[];
  55382. }
  55383. /**
  55384. * Helper class to render one or more effects
  55385. */
  55386. export class EffectRenderer {
  55387. private engine;
  55388. private static _DefaultOptions;
  55389. private _vertexBuffers;
  55390. private _indexBuffer;
  55391. private _ringBufferIndex;
  55392. private _ringScreenBuffer;
  55393. private _fullscreenViewport;
  55394. private _getNextFrameBuffer;
  55395. /**
  55396. * Creates an effect renderer
  55397. * @param engine the engine to use for rendering
  55398. * @param options defines the options of the effect renderer
  55399. */
  55400. constructor(engine: Engine, options?: IEffectRendererOptions);
  55401. /**
  55402. * Sets the current viewport in normalized coordinates 0-1
  55403. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55404. */
  55405. setViewport(viewport?: Viewport): void;
  55406. /**
  55407. * Sets the current effect wrapper to use during draw.
  55408. * The effect needs to be ready before calling this api.
  55409. * This also sets the default full screen position attribute.
  55410. * @param effectWrapper Defines the effect to draw with
  55411. */
  55412. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55413. /**
  55414. * Draws a full screen quad.
  55415. */
  55416. draw(): void;
  55417. /**
  55418. * renders one or more effects to a specified texture
  55419. * @param effectWrappers list of effects to renderer
  55420. * @param outputTexture texture to draw to, if null it will render to the screen
  55421. */
  55422. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55423. /**
  55424. * Disposes of the effect renderer
  55425. */
  55426. dispose(): void;
  55427. }
  55428. /**
  55429. * Options to create an EffectWrapper
  55430. */
  55431. interface EffectWrapperCreationOptions {
  55432. /**
  55433. * Engine to use to create the effect
  55434. */
  55435. engine: Engine;
  55436. /**
  55437. * Fragment shader for the effect
  55438. */
  55439. fragmentShader: string;
  55440. /**
  55441. * Vertex shader for the effect
  55442. */
  55443. vertexShader: string;
  55444. /**
  55445. * Attributes to use in the shader
  55446. */
  55447. attributeNames?: Array<string>;
  55448. /**
  55449. * Uniforms to use in the shader
  55450. */
  55451. uniformNames?: Array<string>;
  55452. /**
  55453. * Texture sampler names to use in the shader
  55454. */
  55455. samplerNames?: Array<string>;
  55456. /**
  55457. * The friendly name of the effect displayed in Spector.
  55458. */
  55459. name?: string;
  55460. }
  55461. /**
  55462. * Wraps an effect to be used for rendering
  55463. */
  55464. export class EffectWrapper {
  55465. /**
  55466. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55467. */
  55468. onApplyObservable: Observable<{}>;
  55469. /**
  55470. * The underlying effect
  55471. */
  55472. effect: Effect;
  55473. /**
  55474. * Creates an effect to be renderer
  55475. * @param creationOptions options to create the effect
  55476. */
  55477. constructor(creationOptions: EffectWrapperCreationOptions);
  55478. /**
  55479. * Disposes of the effect wrapper
  55480. */
  55481. dispose(): void;
  55482. }
  55483. }
  55484. declare module "babylonjs/Materials/index" {
  55485. export * from "babylonjs/Materials/Background/index";
  55486. export * from "babylonjs/Materials/colorCurves";
  55487. export * from "babylonjs/Materials/effect";
  55488. export * from "babylonjs/Materials/fresnelParameters";
  55489. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55490. export * from "babylonjs/Materials/material";
  55491. export * from "babylonjs/Materials/materialDefines";
  55492. export * from "babylonjs/Materials/materialHelper";
  55493. export * from "babylonjs/Materials/multiMaterial";
  55494. export * from "babylonjs/Materials/PBR/index";
  55495. export * from "babylonjs/Materials/pushMaterial";
  55496. export * from "babylonjs/Materials/shaderMaterial";
  55497. export * from "babylonjs/Materials/standardMaterial";
  55498. export * from "babylonjs/Materials/Textures/index";
  55499. export * from "babylonjs/Materials/uniformBuffer";
  55500. export * from "babylonjs/Materials/materialFlags";
  55501. export * from "babylonjs/Materials/Node/index";
  55502. export * from "babylonjs/Materials/effectRenderer";
  55503. }
  55504. declare module "babylonjs/Maths/index" {
  55505. export * from "babylonjs/Maths/math.scalar";
  55506. export * from "babylonjs/Maths/math";
  55507. export * from "babylonjs/Maths/sphericalPolynomial";
  55508. }
  55509. declare module "babylonjs/Misc/workerPool" {
  55510. import { IDisposable } from "babylonjs/scene";
  55511. /**
  55512. * Helper class to push actions to a pool of workers.
  55513. */
  55514. export class WorkerPool implements IDisposable {
  55515. private _workerInfos;
  55516. private _pendingActions;
  55517. /**
  55518. * Constructor
  55519. * @param workers Array of workers to use for actions
  55520. */
  55521. constructor(workers: Array<Worker>);
  55522. /**
  55523. * Terminates all workers and clears any pending actions.
  55524. */
  55525. dispose(): void;
  55526. /**
  55527. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55528. * pended until a worker has completed its action.
  55529. * @param action The action to perform. Call onComplete when the action is complete.
  55530. */
  55531. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55532. private _execute;
  55533. }
  55534. }
  55535. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55536. import { IDisposable } from "babylonjs/scene";
  55537. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55538. /**
  55539. * Configuration for Draco compression
  55540. */
  55541. export interface IDracoCompressionConfiguration {
  55542. /**
  55543. * Configuration for the decoder.
  55544. */
  55545. decoder: {
  55546. /**
  55547. * The url to the WebAssembly module.
  55548. */
  55549. wasmUrl?: string;
  55550. /**
  55551. * The url to the WebAssembly binary.
  55552. */
  55553. wasmBinaryUrl?: string;
  55554. /**
  55555. * The url to the fallback JavaScript module.
  55556. */
  55557. fallbackUrl?: string;
  55558. };
  55559. }
  55560. /**
  55561. * Draco compression (https://google.github.io/draco/)
  55562. *
  55563. * This class wraps the Draco module.
  55564. *
  55565. * **Encoder**
  55566. *
  55567. * The encoder is not currently implemented.
  55568. *
  55569. * **Decoder**
  55570. *
  55571. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  55572. *
  55573. * To update the configuration, use the following code:
  55574. * ```javascript
  55575. * DracoCompression.Configuration = {
  55576. * decoder: {
  55577. * wasmUrl: "<url to the WebAssembly library>",
  55578. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55579. * fallbackUrl: "<url to the fallback JavaScript library>",
  55580. * }
  55581. * };
  55582. * ```
  55583. *
  55584. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  55585. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55586. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55587. *
  55588. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55589. * ```javascript
  55590. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55591. * ```
  55592. *
  55593. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55594. */
  55595. export class DracoCompression implements IDisposable {
  55596. private _workerPoolPromise?;
  55597. private _decoderModulePromise?;
  55598. /**
  55599. * The configuration. Defaults to the following urls:
  55600. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55601. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55602. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55603. */
  55604. static Configuration: IDracoCompressionConfiguration;
  55605. /**
  55606. * Returns true if the decoder configuration is available.
  55607. */
  55608. static readonly DecoderAvailable: boolean;
  55609. /**
  55610. * Default number of workers to create when creating the draco compression object.
  55611. */
  55612. static DefaultNumWorkers: number;
  55613. private static GetDefaultNumWorkers;
  55614. private static _Default;
  55615. /**
  55616. * Default instance for the draco compression object.
  55617. */
  55618. static readonly Default: DracoCompression;
  55619. /**
  55620. * Constructor
  55621. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55622. */
  55623. constructor(numWorkers?: number);
  55624. /**
  55625. * Stop all async operations and release resources.
  55626. */
  55627. dispose(): void;
  55628. /**
  55629. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55630. * @returns a promise that resolves when ready
  55631. */
  55632. whenReadyAsync(): Promise<void>;
  55633. /**
  55634. * Decode Draco compressed mesh data to vertex data.
  55635. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55636. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55637. * @returns A promise that resolves with the decoded vertex data
  55638. */
  55639. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55640. [kind: string]: number;
  55641. }): Promise<VertexData>;
  55642. }
  55643. }
  55644. declare module "babylonjs/Meshes/Compression/index" {
  55645. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55646. }
  55647. declare module "babylonjs/Meshes/csg" {
  55648. import { Nullable } from "babylonjs/types";
  55649. import { Scene } from "babylonjs/scene";
  55650. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55651. import { Mesh } from "babylonjs/Meshes/mesh";
  55652. import { Material } from "babylonjs/Materials/material";
  55653. /**
  55654. * Class for building Constructive Solid Geometry
  55655. */
  55656. export class CSG {
  55657. private polygons;
  55658. /**
  55659. * The world matrix
  55660. */
  55661. matrix: Matrix;
  55662. /**
  55663. * Stores the position
  55664. */
  55665. position: Vector3;
  55666. /**
  55667. * Stores the rotation
  55668. */
  55669. rotation: Vector3;
  55670. /**
  55671. * Stores the rotation quaternion
  55672. */
  55673. rotationQuaternion: Nullable<Quaternion>;
  55674. /**
  55675. * Stores the scaling vector
  55676. */
  55677. scaling: Vector3;
  55678. /**
  55679. * Convert the Mesh to CSG
  55680. * @param mesh The Mesh to convert to CSG
  55681. * @returns A new CSG from the Mesh
  55682. */
  55683. static FromMesh(mesh: Mesh): CSG;
  55684. /**
  55685. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55686. * @param polygons Polygons used to construct a CSG solid
  55687. */
  55688. private static FromPolygons;
  55689. /**
  55690. * Clones, or makes a deep copy, of the CSG
  55691. * @returns A new CSG
  55692. */
  55693. clone(): CSG;
  55694. /**
  55695. * Unions this CSG with another CSG
  55696. * @param csg The CSG to union against this CSG
  55697. * @returns The unioned CSG
  55698. */
  55699. union(csg: CSG): CSG;
  55700. /**
  55701. * Unions this CSG with another CSG in place
  55702. * @param csg The CSG to union against this CSG
  55703. */
  55704. unionInPlace(csg: CSG): void;
  55705. /**
  55706. * Subtracts this CSG with another CSG
  55707. * @param csg The CSG to subtract against this CSG
  55708. * @returns A new CSG
  55709. */
  55710. subtract(csg: CSG): CSG;
  55711. /**
  55712. * Subtracts this CSG with another CSG in place
  55713. * @param csg The CSG to subtact against this CSG
  55714. */
  55715. subtractInPlace(csg: CSG): void;
  55716. /**
  55717. * Intersect this CSG with another CSG
  55718. * @param csg The CSG to intersect against this CSG
  55719. * @returns A new CSG
  55720. */
  55721. intersect(csg: CSG): CSG;
  55722. /**
  55723. * Intersects this CSG with another CSG in place
  55724. * @param csg The CSG to intersect against this CSG
  55725. */
  55726. intersectInPlace(csg: CSG): void;
  55727. /**
  55728. * Return a new CSG solid with solid and empty space switched. This solid is
  55729. * not modified.
  55730. * @returns A new CSG solid with solid and empty space switched
  55731. */
  55732. inverse(): CSG;
  55733. /**
  55734. * Inverses the CSG in place
  55735. */
  55736. inverseInPlace(): void;
  55737. /**
  55738. * This is used to keep meshes transformations so they can be restored
  55739. * when we build back a Babylon Mesh
  55740. * NB : All CSG operations are performed in world coordinates
  55741. * @param csg The CSG to copy the transform attributes from
  55742. * @returns This CSG
  55743. */
  55744. copyTransformAttributes(csg: CSG): CSG;
  55745. /**
  55746. * Build Raw mesh from CSG
  55747. * Coordinates here are in world space
  55748. * @param name The name of the mesh geometry
  55749. * @param scene The Scene
  55750. * @param keepSubMeshes Specifies if the submeshes should be kept
  55751. * @returns A new Mesh
  55752. */
  55753. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55754. /**
  55755. * Build Mesh from CSG taking material and transforms into account
  55756. * @param name The name of the Mesh
  55757. * @param material The material of the Mesh
  55758. * @param scene The Scene
  55759. * @param keepSubMeshes Specifies if submeshes should be kept
  55760. * @returns The new Mesh
  55761. */
  55762. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55763. }
  55764. }
  55765. declare module "babylonjs/Meshes/trailMesh" {
  55766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55767. import { Mesh } from "babylonjs/Meshes/mesh";
  55768. import { Scene } from "babylonjs/scene";
  55769. /**
  55770. * Class used to create a trail following a mesh
  55771. */
  55772. export class TrailMesh extends Mesh {
  55773. private _generator;
  55774. private _autoStart;
  55775. private _running;
  55776. private _diameter;
  55777. private _length;
  55778. private _sectionPolygonPointsCount;
  55779. private _sectionVectors;
  55780. private _sectionNormalVectors;
  55781. private _beforeRenderObserver;
  55782. /**
  55783. * @constructor
  55784. * @param name The value used by scene.getMeshByName() to do a lookup.
  55785. * @param generator The mesh to generate a trail.
  55786. * @param scene The scene to add this mesh to.
  55787. * @param diameter Diameter of trailing mesh. Default is 1.
  55788. * @param length Length of trailing mesh. Default is 60.
  55789. * @param autoStart Automatically start trailing mesh. Default true.
  55790. */
  55791. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55792. /**
  55793. * "TrailMesh"
  55794. * @returns "TrailMesh"
  55795. */
  55796. getClassName(): string;
  55797. private _createMesh;
  55798. /**
  55799. * Start trailing mesh.
  55800. */
  55801. start(): void;
  55802. /**
  55803. * Stop trailing mesh.
  55804. */
  55805. stop(): void;
  55806. /**
  55807. * Update trailing mesh geometry.
  55808. */
  55809. update(): void;
  55810. /**
  55811. * Returns a new TrailMesh object.
  55812. * @param name is a string, the name given to the new mesh
  55813. * @param newGenerator use new generator object for cloned trail mesh
  55814. * @returns a new mesh
  55815. */
  55816. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  55817. /**
  55818. * Serializes this trail mesh
  55819. * @param serializationObject object to write serialization to
  55820. */
  55821. serialize(serializationObject: any): void;
  55822. /**
  55823. * Parses a serialized trail mesh
  55824. * @param parsedMesh the serialized mesh
  55825. * @param scene the scene to create the trail mesh in
  55826. * @returns the created trail mesh
  55827. */
  55828. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  55829. }
  55830. }
  55831. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  55832. import { Nullable } from "babylonjs/types";
  55833. import { Scene } from "babylonjs/scene";
  55834. import { Vector4 } from "babylonjs/Maths/math.vector";
  55835. import { Color4 } from "babylonjs/Maths/math.color";
  55836. import { Mesh } from "babylonjs/Meshes/mesh";
  55837. /**
  55838. * Class containing static functions to help procedurally build meshes
  55839. */
  55840. export class TiledBoxBuilder {
  55841. /**
  55842. * Creates a box mesh
  55843. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  55844. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  55845. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55846. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  55847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  55848. * @param name defines the name of the mesh
  55849. * @param options defines the options used to create the mesh
  55850. * @param scene defines the hosting scene
  55851. * @returns the box mesh
  55852. */
  55853. static CreateTiledBox(name: string, options: {
  55854. pattern?: number;
  55855. width?: number;
  55856. height?: number;
  55857. depth?: number;
  55858. tileSize?: number;
  55859. tileWidth?: number;
  55860. tileHeight?: number;
  55861. alignHorizontal?: number;
  55862. alignVertical?: number;
  55863. faceUV?: Vector4[];
  55864. faceColors?: Color4[];
  55865. sideOrientation?: number;
  55866. updatable?: boolean;
  55867. }, scene?: Nullable<Scene>): Mesh;
  55868. }
  55869. }
  55870. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  55871. import { Vector4 } from "babylonjs/Maths/math.vector";
  55872. import { Mesh } from "babylonjs/Meshes/mesh";
  55873. /**
  55874. * Class containing static functions to help procedurally build meshes
  55875. */
  55876. export class TorusKnotBuilder {
  55877. /**
  55878. * Creates a torus knot mesh
  55879. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  55880. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  55881. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  55882. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  55883. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  55884. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  55885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  55886. * @param name defines the name of the mesh
  55887. * @param options defines the options used to create the mesh
  55888. * @param scene defines the hosting scene
  55889. * @returns the torus knot mesh
  55890. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  55891. */
  55892. static CreateTorusKnot(name: string, options: {
  55893. radius?: number;
  55894. tube?: number;
  55895. radialSegments?: number;
  55896. tubularSegments?: number;
  55897. p?: number;
  55898. q?: number;
  55899. updatable?: boolean;
  55900. sideOrientation?: number;
  55901. frontUVs?: Vector4;
  55902. backUVs?: Vector4;
  55903. }, scene: any): Mesh;
  55904. }
  55905. }
  55906. declare module "babylonjs/Meshes/polygonMesh" {
  55907. import { Scene } from "babylonjs/scene";
  55908. import { Vector2 } from "babylonjs/Maths/math.vector";
  55909. import { Mesh } from "babylonjs/Meshes/mesh";
  55910. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55911. import { Path2 } from "babylonjs/Maths/math.path";
  55912. /**
  55913. * Polygon
  55914. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  55915. */
  55916. export class Polygon {
  55917. /**
  55918. * Creates a rectangle
  55919. * @param xmin bottom X coord
  55920. * @param ymin bottom Y coord
  55921. * @param xmax top X coord
  55922. * @param ymax top Y coord
  55923. * @returns points that make the resulting rectation
  55924. */
  55925. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  55926. /**
  55927. * Creates a circle
  55928. * @param radius radius of circle
  55929. * @param cx scale in x
  55930. * @param cy scale in y
  55931. * @param numberOfSides number of sides that make up the circle
  55932. * @returns points that make the resulting circle
  55933. */
  55934. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  55935. /**
  55936. * Creates a polygon from input string
  55937. * @param input Input polygon data
  55938. * @returns the parsed points
  55939. */
  55940. static Parse(input: string): Vector2[];
  55941. /**
  55942. * Starts building a polygon from x and y coordinates
  55943. * @param x x coordinate
  55944. * @param y y coordinate
  55945. * @returns the started path2
  55946. */
  55947. static StartingAt(x: number, y: number): Path2;
  55948. }
  55949. /**
  55950. * Builds a polygon
  55951. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  55952. */
  55953. export class PolygonMeshBuilder {
  55954. private _points;
  55955. private _outlinepoints;
  55956. private _holes;
  55957. private _name;
  55958. private _scene;
  55959. private _epoints;
  55960. private _eholes;
  55961. private _addToepoint;
  55962. /**
  55963. * Babylon reference to the earcut plugin.
  55964. */
  55965. bjsEarcut: any;
  55966. /**
  55967. * Creates a PolygonMeshBuilder
  55968. * @param name name of the builder
  55969. * @param contours Path of the polygon
  55970. * @param scene scene to add to when creating the mesh
  55971. * @param earcutInjection can be used to inject your own earcut reference
  55972. */
  55973. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  55974. /**
  55975. * Adds a whole within the polygon
  55976. * @param hole Array of points defining the hole
  55977. * @returns this
  55978. */
  55979. addHole(hole: Vector2[]): PolygonMeshBuilder;
  55980. /**
  55981. * Creates the polygon
  55982. * @param updatable If the mesh should be updatable
  55983. * @param depth The depth of the mesh created
  55984. * @returns the created mesh
  55985. */
  55986. build(updatable?: boolean, depth?: number): Mesh;
  55987. /**
  55988. * Creates the polygon
  55989. * @param depth The depth of the mesh created
  55990. * @returns the created VertexData
  55991. */
  55992. buildVertexData(depth?: number): VertexData;
  55993. /**
  55994. * Adds a side to the polygon
  55995. * @param positions points that make the polygon
  55996. * @param normals normals of the polygon
  55997. * @param uvs uvs of the polygon
  55998. * @param indices indices of the polygon
  55999. * @param bounds bounds of the polygon
  56000. * @param points points of the polygon
  56001. * @param depth depth of the polygon
  56002. * @param flip flip of the polygon
  56003. */
  56004. private addSide;
  56005. }
  56006. }
  56007. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56008. import { Scene } from "babylonjs/scene";
  56009. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56010. import { Color4 } from "babylonjs/Maths/math.color";
  56011. import { Mesh } from "babylonjs/Meshes/mesh";
  56012. import { Nullable } from "babylonjs/types";
  56013. /**
  56014. * Class containing static functions to help procedurally build meshes
  56015. */
  56016. export class PolygonBuilder {
  56017. /**
  56018. * Creates a polygon mesh
  56019. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56020. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56021. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56022. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56023. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56024. * * Remember you can only change the shape positions, not their number when updating a polygon
  56025. * @param name defines the name of the mesh
  56026. * @param options defines the options used to create the mesh
  56027. * @param scene defines the hosting scene
  56028. * @param earcutInjection can be used to inject your own earcut reference
  56029. * @returns the polygon mesh
  56030. */
  56031. static CreatePolygon(name: string, options: {
  56032. shape: Vector3[];
  56033. holes?: Vector3[][];
  56034. depth?: number;
  56035. faceUV?: Vector4[];
  56036. faceColors?: Color4[];
  56037. updatable?: boolean;
  56038. sideOrientation?: number;
  56039. frontUVs?: Vector4;
  56040. backUVs?: Vector4;
  56041. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56042. /**
  56043. * Creates an extruded polygon mesh, with depth in the Y direction.
  56044. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56045. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56046. * @param name defines the name of the mesh
  56047. * @param options defines the options used to create the mesh
  56048. * @param scene defines the hosting scene
  56049. * @param earcutInjection can be used to inject your own earcut reference
  56050. * @returns the polygon mesh
  56051. */
  56052. static ExtrudePolygon(name: string, options: {
  56053. shape: Vector3[];
  56054. holes?: Vector3[][];
  56055. depth?: number;
  56056. faceUV?: Vector4[];
  56057. faceColors?: Color4[];
  56058. updatable?: boolean;
  56059. sideOrientation?: number;
  56060. frontUVs?: Vector4;
  56061. backUVs?: Vector4;
  56062. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56063. }
  56064. }
  56065. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56066. import { Scene } from "babylonjs/scene";
  56067. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56068. import { Mesh } from "babylonjs/Meshes/mesh";
  56069. import { Nullable } from "babylonjs/types";
  56070. /**
  56071. * Class containing static functions to help procedurally build meshes
  56072. */
  56073. export class LatheBuilder {
  56074. /**
  56075. * Creates lathe mesh.
  56076. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56077. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56078. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56079. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56080. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56081. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56082. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56083. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56084. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56085. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56086. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56087. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56088. * @param name defines the name of the mesh
  56089. * @param options defines the options used to create the mesh
  56090. * @param scene defines the hosting scene
  56091. * @returns the lathe mesh
  56092. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56093. */
  56094. static CreateLathe(name: string, options: {
  56095. shape: Vector3[];
  56096. radius?: number;
  56097. tessellation?: number;
  56098. clip?: number;
  56099. arc?: number;
  56100. closed?: boolean;
  56101. updatable?: boolean;
  56102. sideOrientation?: number;
  56103. frontUVs?: Vector4;
  56104. backUVs?: Vector4;
  56105. cap?: number;
  56106. invertUV?: boolean;
  56107. }, scene?: Nullable<Scene>): Mesh;
  56108. }
  56109. }
  56110. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56111. import { Nullable } from "babylonjs/types";
  56112. import { Scene } from "babylonjs/scene";
  56113. import { Vector4 } from "babylonjs/Maths/math.vector";
  56114. import { Mesh } from "babylonjs/Meshes/mesh";
  56115. /**
  56116. * Class containing static functions to help procedurally build meshes
  56117. */
  56118. export class TiledPlaneBuilder {
  56119. /**
  56120. * Creates a tiled plane mesh
  56121. * * The parameter `pattern` will, depending on value, do nothing or
  56122. * * * flip (reflect about central vertical) alternate tiles across and up
  56123. * * * flip every tile on alternate rows
  56124. * * * rotate (180 degs) alternate tiles across and up
  56125. * * * rotate every tile on alternate rows
  56126. * * * flip and rotate alternate tiles across and up
  56127. * * * flip and rotate every tile on alternate rows
  56128. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56129. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56130. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56131. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56132. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  56133. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  56134. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56135. * @param name defines the name of the mesh
  56136. * @param options defines the options used to create the mesh
  56137. * @param scene defines the hosting scene
  56138. * @returns the box mesh
  56139. */
  56140. static CreateTiledPlane(name: string, options: {
  56141. pattern?: number;
  56142. tileSize?: number;
  56143. tileWidth?: number;
  56144. tileHeight?: number;
  56145. size?: number;
  56146. width?: number;
  56147. height?: number;
  56148. alignHorizontal?: number;
  56149. alignVertical?: number;
  56150. sideOrientation?: number;
  56151. frontUVs?: Vector4;
  56152. backUVs?: Vector4;
  56153. updatable?: boolean;
  56154. }, scene?: Nullable<Scene>): Mesh;
  56155. }
  56156. }
  56157. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56158. import { Nullable } from "babylonjs/types";
  56159. import { Scene } from "babylonjs/scene";
  56160. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56161. import { Mesh } from "babylonjs/Meshes/mesh";
  56162. /**
  56163. * Class containing static functions to help procedurally build meshes
  56164. */
  56165. export class TubeBuilder {
  56166. /**
  56167. * Creates a tube mesh.
  56168. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56169. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56170. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56171. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56172. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56173. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56174. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56175. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56176. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56177. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56178. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56179. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56181. * @param name defines the name of the mesh
  56182. * @param options defines the options used to create the mesh
  56183. * @param scene defines the hosting scene
  56184. * @returns the tube mesh
  56185. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56186. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56187. */
  56188. static CreateTube(name: string, options: {
  56189. path: Vector3[];
  56190. radius?: number;
  56191. tessellation?: number;
  56192. radiusFunction?: {
  56193. (i: number, distance: number): number;
  56194. };
  56195. cap?: number;
  56196. arc?: number;
  56197. updatable?: boolean;
  56198. sideOrientation?: number;
  56199. frontUVs?: Vector4;
  56200. backUVs?: Vector4;
  56201. instance?: Mesh;
  56202. invertUV?: boolean;
  56203. }, scene?: Nullable<Scene>): Mesh;
  56204. }
  56205. }
  56206. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56207. import { Scene } from "babylonjs/scene";
  56208. import { Vector4 } from "babylonjs/Maths/math.vector";
  56209. import { Mesh } from "babylonjs/Meshes/mesh";
  56210. import { Nullable } from "babylonjs/types";
  56211. /**
  56212. * Class containing static functions to help procedurally build meshes
  56213. */
  56214. export class IcoSphereBuilder {
  56215. /**
  56216. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56217. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56218. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56219. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56220. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56221. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56222. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56223. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56224. * @param name defines the name of the mesh
  56225. * @param options defines the options used to create the mesh
  56226. * @param scene defines the hosting scene
  56227. * @returns the icosahedron mesh
  56228. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56229. */
  56230. static CreateIcoSphere(name: string, options: {
  56231. radius?: number;
  56232. radiusX?: number;
  56233. radiusY?: number;
  56234. radiusZ?: number;
  56235. flat?: boolean;
  56236. subdivisions?: number;
  56237. sideOrientation?: number;
  56238. frontUVs?: Vector4;
  56239. backUVs?: Vector4;
  56240. updatable?: boolean;
  56241. }, scene?: Nullable<Scene>): Mesh;
  56242. }
  56243. }
  56244. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56245. import { Vector3 } from "babylonjs/Maths/math.vector";
  56246. import { Mesh } from "babylonjs/Meshes/mesh";
  56247. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56248. /**
  56249. * Class containing static functions to help procedurally build meshes
  56250. */
  56251. export class DecalBuilder {
  56252. /**
  56253. * Creates a decal mesh.
  56254. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  56255. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56256. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56257. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56258. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56259. * @param name defines the name of the mesh
  56260. * @param sourceMesh defines the mesh where the decal must be applied
  56261. * @param options defines the options used to create the mesh
  56262. * @param scene defines the hosting scene
  56263. * @returns the decal mesh
  56264. * @see https://doc.babylonjs.com/how_to/decals
  56265. */
  56266. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56267. position?: Vector3;
  56268. normal?: Vector3;
  56269. size?: Vector3;
  56270. angle?: number;
  56271. }): Mesh;
  56272. }
  56273. }
  56274. declare module "babylonjs/Meshes/meshBuilder" {
  56275. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56276. import { Nullable } from "babylonjs/types";
  56277. import { Scene } from "babylonjs/scene";
  56278. import { Mesh } from "babylonjs/Meshes/mesh";
  56279. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56280. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56281. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56282. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56283. import { Plane } from "babylonjs/Maths/math.plane";
  56284. /**
  56285. * Class containing static functions to help procedurally build meshes
  56286. */
  56287. export class MeshBuilder {
  56288. /**
  56289. * Creates a box mesh
  56290. * * The parameter `size` sets the size (float) of each box side (default 1)
  56291. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56292. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56293. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56294. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56295. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56296. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56297. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56298. * @param name defines the name of the mesh
  56299. * @param options defines the options used to create the mesh
  56300. * @param scene defines the hosting scene
  56301. * @returns the box mesh
  56302. */
  56303. static CreateBox(name: string, options: {
  56304. size?: number;
  56305. width?: number;
  56306. height?: number;
  56307. depth?: number;
  56308. faceUV?: Vector4[];
  56309. faceColors?: Color4[];
  56310. sideOrientation?: number;
  56311. frontUVs?: Vector4;
  56312. backUVs?: Vector4;
  56313. updatable?: boolean;
  56314. }, scene?: Nullable<Scene>): Mesh;
  56315. /**
  56316. * Creates a tiled box mesh
  56317. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56318. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56319. * @param name defines the name of the mesh
  56320. * @param options defines the options used to create the mesh
  56321. * @param scene defines the hosting scene
  56322. * @returns the tiled box mesh
  56323. */
  56324. static CreateTiledBox(name: string, options: {
  56325. pattern?: number;
  56326. size?: number;
  56327. width?: number;
  56328. height?: number;
  56329. depth: number;
  56330. tileSize?: number;
  56331. tileWidth?: number;
  56332. tileHeight?: number;
  56333. faceUV?: Vector4[];
  56334. faceColors?: Color4[];
  56335. alignHorizontal?: number;
  56336. alignVertical?: number;
  56337. sideOrientation?: number;
  56338. updatable?: boolean;
  56339. }, scene?: Nullable<Scene>): Mesh;
  56340. /**
  56341. * Creates a sphere mesh
  56342. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56343. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  56344. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56345. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  56346. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  56347. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56348. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56350. * @param name defines the name of the mesh
  56351. * @param options defines the options used to create the mesh
  56352. * @param scene defines the hosting scene
  56353. * @returns the sphere mesh
  56354. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56355. */
  56356. static CreateSphere(name: string, options: {
  56357. segments?: number;
  56358. diameter?: number;
  56359. diameterX?: number;
  56360. diameterY?: number;
  56361. diameterZ?: number;
  56362. arc?: number;
  56363. slice?: number;
  56364. sideOrientation?: number;
  56365. frontUVs?: Vector4;
  56366. backUVs?: Vector4;
  56367. updatable?: boolean;
  56368. }, scene?: Nullable<Scene>): Mesh;
  56369. /**
  56370. * Creates a plane polygonal mesh. By default, this is a disc
  56371. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56372. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  56373. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  56374. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56375. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56377. * @param name defines the name of the mesh
  56378. * @param options defines the options used to create the mesh
  56379. * @param scene defines the hosting scene
  56380. * @returns the plane polygonal mesh
  56381. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56382. */
  56383. static CreateDisc(name: string, options: {
  56384. radius?: number;
  56385. tessellation?: number;
  56386. arc?: number;
  56387. updatable?: boolean;
  56388. sideOrientation?: number;
  56389. frontUVs?: Vector4;
  56390. backUVs?: Vector4;
  56391. }, scene?: Nullable<Scene>): Mesh;
  56392. /**
  56393. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56394. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56395. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  56396. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56397. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  56398. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56399. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56400. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56401. * @param name defines the name of the mesh
  56402. * @param options defines the options used to create the mesh
  56403. * @param scene defines the hosting scene
  56404. * @returns the icosahedron mesh
  56405. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56406. */
  56407. static CreateIcoSphere(name: string, options: {
  56408. radius?: number;
  56409. radiusX?: number;
  56410. radiusY?: number;
  56411. radiusZ?: number;
  56412. flat?: boolean;
  56413. subdivisions?: number;
  56414. sideOrientation?: number;
  56415. frontUVs?: Vector4;
  56416. backUVs?: Vector4;
  56417. updatable?: boolean;
  56418. }, scene?: Nullable<Scene>): Mesh;
  56419. /**
  56420. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56421. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56422. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56423. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56424. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  56425. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  56426. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  56427. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56428. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56429. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56430. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  56431. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56432. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  56433. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56434. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56435. * @param name defines the name of the mesh
  56436. * @param options defines the options used to create the mesh
  56437. * @param scene defines the hosting scene
  56438. * @returns the ribbon mesh
  56439. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56440. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56441. */
  56442. static CreateRibbon(name: string, options: {
  56443. pathArray: Vector3[][];
  56444. closeArray?: boolean;
  56445. closePath?: boolean;
  56446. offset?: number;
  56447. updatable?: boolean;
  56448. sideOrientation?: number;
  56449. frontUVs?: Vector4;
  56450. backUVs?: Vector4;
  56451. instance?: Mesh;
  56452. invertUV?: boolean;
  56453. uvs?: Vector2[];
  56454. colors?: Color4[];
  56455. }, scene?: Nullable<Scene>): Mesh;
  56456. /**
  56457. * Creates a cylinder or a cone mesh
  56458. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56459. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56460. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  56461. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56462. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56463. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56464. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56465. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  56466. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56467. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  56468. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  56469. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56470. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  56471. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  56472. * * If `enclose` is false, a ring surface is one element.
  56473. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56474. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  56475. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56476. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56477. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56478. * @param name defines the name of the mesh
  56479. * @param options defines the options used to create the mesh
  56480. * @param scene defines the hosting scene
  56481. * @returns the cylinder mesh
  56482. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56483. */
  56484. static CreateCylinder(name: string, options: {
  56485. height?: number;
  56486. diameterTop?: number;
  56487. diameterBottom?: number;
  56488. diameter?: number;
  56489. tessellation?: number;
  56490. subdivisions?: number;
  56491. arc?: number;
  56492. faceColors?: Color4[];
  56493. faceUV?: Vector4[];
  56494. updatable?: boolean;
  56495. hasRings?: boolean;
  56496. enclose?: boolean;
  56497. cap?: number;
  56498. sideOrientation?: number;
  56499. frontUVs?: Vector4;
  56500. backUVs?: Vector4;
  56501. }, scene?: Nullable<Scene>): Mesh;
  56502. /**
  56503. * Creates a torus mesh
  56504. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56505. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56506. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56507. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56508. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56509. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56510. * @param name defines the name of the mesh
  56511. * @param options defines the options used to create the mesh
  56512. * @param scene defines the hosting scene
  56513. * @returns the torus mesh
  56514. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56515. */
  56516. static CreateTorus(name: string, options: {
  56517. diameter?: number;
  56518. thickness?: number;
  56519. tessellation?: number;
  56520. updatable?: boolean;
  56521. sideOrientation?: number;
  56522. frontUVs?: Vector4;
  56523. backUVs?: Vector4;
  56524. }, scene?: Nullable<Scene>): Mesh;
  56525. /**
  56526. * Creates a torus knot mesh
  56527. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56528. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56529. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56530. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56531. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56532. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56534. * @param name defines the name of the mesh
  56535. * @param options defines the options used to create the mesh
  56536. * @param scene defines the hosting scene
  56537. * @returns the torus knot mesh
  56538. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56539. */
  56540. static CreateTorusKnot(name: string, options: {
  56541. radius?: number;
  56542. tube?: number;
  56543. radialSegments?: number;
  56544. tubularSegments?: number;
  56545. p?: number;
  56546. q?: number;
  56547. updatable?: boolean;
  56548. sideOrientation?: number;
  56549. frontUVs?: Vector4;
  56550. backUVs?: Vector4;
  56551. }, scene?: Nullable<Scene>): Mesh;
  56552. /**
  56553. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56554. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  56555. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56556. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56557. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56558. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56559. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56560. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56561. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56562. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56563. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56564. * @param name defines the name of the new line system
  56565. * @param options defines the options used to create the line system
  56566. * @param scene defines the hosting scene
  56567. * @returns a new line system mesh
  56568. */
  56569. static CreateLineSystem(name: string, options: {
  56570. lines: Vector3[][];
  56571. updatable?: boolean;
  56572. instance?: Nullable<LinesMesh>;
  56573. colors?: Nullable<Color4[][]>;
  56574. useVertexAlpha?: boolean;
  56575. }, scene: Nullable<Scene>): LinesMesh;
  56576. /**
  56577. * Creates a line mesh
  56578. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56579. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56580. * * The parameter `points` is an array successive Vector3
  56581. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56582. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56583. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56584. * * When updating an instance, remember that only point positions can change, not the number of points
  56585. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56586. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56587. * @param name defines the name of the new line system
  56588. * @param options defines the options used to create the line system
  56589. * @param scene defines the hosting scene
  56590. * @returns a new line mesh
  56591. */
  56592. static CreateLines(name: string, options: {
  56593. points: Vector3[];
  56594. updatable?: boolean;
  56595. instance?: Nullable<LinesMesh>;
  56596. colors?: Color4[];
  56597. useVertexAlpha?: boolean;
  56598. }, scene?: Nullable<Scene>): LinesMesh;
  56599. /**
  56600. * Creates a dashed line mesh
  56601. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  56602. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56603. * * The parameter `points` is an array successive Vector3
  56604. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56605. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56606. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56607. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  56608. * * When updating an instance, remember that only point positions can change, not the number of points
  56609. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56610. * @param name defines the name of the mesh
  56611. * @param options defines the options used to create the mesh
  56612. * @param scene defines the hosting scene
  56613. * @returns the dashed line mesh
  56614. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56615. */
  56616. static CreateDashedLines(name: string, options: {
  56617. points: Vector3[];
  56618. dashSize?: number;
  56619. gapSize?: number;
  56620. dashNb?: number;
  56621. updatable?: boolean;
  56622. instance?: LinesMesh;
  56623. }, scene?: Nullable<Scene>): LinesMesh;
  56624. /**
  56625. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56626. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56627. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56628. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  56629. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56630. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56631. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56632. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56633. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56634. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56635. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56636. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56637. * @param name defines the name of the mesh
  56638. * @param options defines the options used to create the mesh
  56639. * @param scene defines the hosting scene
  56640. * @returns the extruded shape mesh
  56641. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56642. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56643. */
  56644. static ExtrudeShape(name: string, options: {
  56645. shape: Vector3[];
  56646. path: Vector3[];
  56647. scale?: number;
  56648. rotation?: number;
  56649. cap?: number;
  56650. updatable?: boolean;
  56651. sideOrientation?: number;
  56652. frontUVs?: Vector4;
  56653. backUVs?: Vector4;
  56654. instance?: Mesh;
  56655. invertUV?: boolean;
  56656. }, scene?: Nullable<Scene>): Mesh;
  56657. /**
  56658. * Creates an custom extruded shape mesh.
  56659. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56660. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  56661. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56662. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56663. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56664. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  56665. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56666. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56667. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56668. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56669. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  56670. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56671. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56672. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56673. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56675. * @param name defines the name of the mesh
  56676. * @param options defines the options used to create the mesh
  56677. * @param scene defines the hosting scene
  56678. * @returns the custom extruded shape mesh
  56679. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56680. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56681. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56682. */
  56683. static ExtrudeShapeCustom(name: string, options: {
  56684. shape: Vector3[];
  56685. path: Vector3[];
  56686. scaleFunction?: any;
  56687. rotationFunction?: any;
  56688. ribbonCloseArray?: boolean;
  56689. ribbonClosePath?: boolean;
  56690. cap?: number;
  56691. updatable?: boolean;
  56692. sideOrientation?: number;
  56693. frontUVs?: Vector4;
  56694. backUVs?: Vector4;
  56695. instance?: Mesh;
  56696. invertUV?: boolean;
  56697. }, scene?: Nullable<Scene>): Mesh;
  56698. /**
  56699. * Creates lathe mesh.
  56700. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56701. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56702. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56703. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56704. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56705. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56706. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56707. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56708. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56709. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56710. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56712. * @param name defines the name of the mesh
  56713. * @param options defines the options used to create the mesh
  56714. * @param scene defines the hosting scene
  56715. * @returns the lathe mesh
  56716. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56717. */
  56718. static CreateLathe(name: string, options: {
  56719. shape: Vector3[];
  56720. radius?: number;
  56721. tessellation?: number;
  56722. clip?: number;
  56723. arc?: number;
  56724. closed?: boolean;
  56725. updatable?: boolean;
  56726. sideOrientation?: number;
  56727. frontUVs?: Vector4;
  56728. backUVs?: Vector4;
  56729. cap?: number;
  56730. invertUV?: boolean;
  56731. }, scene?: Nullable<Scene>): Mesh;
  56732. /**
  56733. * Creates a tiled plane mesh
  56734. * * You can set a limited pattern arrangement with the tiles
  56735. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56736. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56737. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56738. * @param name defines the name of the mesh
  56739. * @param options defines the options used to create the mesh
  56740. * @param scene defines the hosting scene
  56741. * @returns the plane mesh
  56742. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56743. */
  56744. static CreateTiledPlane(name: string, options: {
  56745. pattern?: number;
  56746. tileSize?: number;
  56747. tileWidth?: number;
  56748. tileHeight?: number;
  56749. size?: number;
  56750. width?: number;
  56751. height?: number;
  56752. alignHorizontal?: number;
  56753. alignVertical?: number;
  56754. sideOrientation?: number;
  56755. frontUVs?: Vector4;
  56756. backUVs?: Vector4;
  56757. updatable?: boolean;
  56758. }, scene?: Nullable<Scene>): Mesh;
  56759. /**
  56760. * Creates a plane mesh
  56761. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56762. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56763. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56764. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56765. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56767. * @param name defines the name of the mesh
  56768. * @param options defines the options used to create the mesh
  56769. * @param scene defines the hosting scene
  56770. * @returns the plane mesh
  56771. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56772. */
  56773. static CreatePlane(name: string, options: {
  56774. size?: number;
  56775. width?: number;
  56776. height?: number;
  56777. sideOrientation?: number;
  56778. frontUVs?: Vector4;
  56779. backUVs?: Vector4;
  56780. updatable?: boolean;
  56781. sourcePlane?: Plane;
  56782. }, scene?: Nullable<Scene>): Mesh;
  56783. /**
  56784. * Creates a ground mesh
  56785. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56786. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56788. * @param name defines the name of the mesh
  56789. * @param options defines the options used to create the mesh
  56790. * @param scene defines the hosting scene
  56791. * @returns the ground mesh
  56792. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56793. */
  56794. static CreateGround(name: string, options: {
  56795. width?: number;
  56796. height?: number;
  56797. subdivisions?: number;
  56798. subdivisionsX?: number;
  56799. subdivisionsY?: number;
  56800. updatable?: boolean;
  56801. }, scene?: Nullable<Scene>): Mesh;
  56802. /**
  56803. * Creates a tiled ground mesh
  56804. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  56805. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  56806. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  56807. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  56808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56809. * @param name defines the name of the mesh
  56810. * @param options defines the options used to create the mesh
  56811. * @param scene defines the hosting scene
  56812. * @returns the tiled ground mesh
  56813. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  56814. */
  56815. static CreateTiledGround(name: string, options: {
  56816. xmin: number;
  56817. zmin: number;
  56818. xmax: number;
  56819. zmax: number;
  56820. subdivisions?: {
  56821. w: number;
  56822. h: number;
  56823. };
  56824. precision?: {
  56825. w: number;
  56826. h: number;
  56827. };
  56828. updatable?: boolean;
  56829. }, scene?: Nullable<Scene>): Mesh;
  56830. /**
  56831. * Creates a ground mesh from a height map
  56832. * * The parameter `url` sets the URL of the height map image resource.
  56833. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  56834. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  56835. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  56836. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  56837. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  56838. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  56839. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  56840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56841. * @param name defines the name of the mesh
  56842. * @param url defines the url to the height map
  56843. * @param options defines the options used to create the mesh
  56844. * @param scene defines the hosting scene
  56845. * @returns the ground mesh
  56846. * @see https://doc.babylonjs.com/babylon101/height_map
  56847. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  56848. */
  56849. static CreateGroundFromHeightMap(name: string, url: string, options: {
  56850. width?: number;
  56851. height?: number;
  56852. subdivisions?: number;
  56853. minHeight?: number;
  56854. maxHeight?: number;
  56855. colorFilter?: Color3;
  56856. alphaFilter?: number;
  56857. updatable?: boolean;
  56858. onReady?: (mesh: GroundMesh) => void;
  56859. }, scene?: Nullable<Scene>): GroundMesh;
  56860. /**
  56861. * Creates a polygon mesh
  56862. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56863. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56864. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56865. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56866. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56867. * * Remember you can only change the shape positions, not their number when updating a polygon
  56868. * @param name defines the name of the mesh
  56869. * @param options defines the options used to create the mesh
  56870. * @param scene defines the hosting scene
  56871. * @param earcutInjection can be used to inject your own earcut reference
  56872. * @returns the polygon mesh
  56873. */
  56874. static CreatePolygon(name: string, options: {
  56875. shape: Vector3[];
  56876. holes?: Vector3[][];
  56877. depth?: number;
  56878. faceUV?: Vector4[];
  56879. faceColors?: Color4[];
  56880. updatable?: boolean;
  56881. sideOrientation?: number;
  56882. frontUVs?: Vector4;
  56883. backUVs?: Vector4;
  56884. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56885. /**
  56886. * Creates an extruded polygon mesh, with depth in the Y direction.
  56887. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56888. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56889. * @param name defines the name of the mesh
  56890. * @param options defines the options used to create the mesh
  56891. * @param scene defines the hosting scene
  56892. * @param earcutInjection can be used to inject your own earcut reference
  56893. * @returns the polygon mesh
  56894. */
  56895. static ExtrudePolygon(name: string, options: {
  56896. shape: Vector3[];
  56897. holes?: Vector3[][];
  56898. depth?: number;
  56899. faceUV?: Vector4[];
  56900. faceColors?: Color4[];
  56901. updatable?: boolean;
  56902. sideOrientation?: number;
  56903. frontUVs?: Vector4;
  56904. backUVs?: Vector4;
  56905. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56906. /**
  56907. * Creates a tube mesh.
  56908. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56909. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56910. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56911. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56912. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56913. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56914. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56915. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56916. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56917. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56918. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56919. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56920. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56921. * @param name defines the name of the mesh
  56922. * @param options defines the options used to create the mesh
  56923. * @param scene defines the hosting scene
  56924. * @returns the tube mesh
  56925. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56926. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56927. */
  56928. static CreateTube(name: string, options: {
  56929. path: Vector3[];
  56930. radius?: number;
  56931. tessellation?: number;
  56932. radiusFunction?: {
  56933. (i: number, distance: number): number;
  56934. };
  56935. cap?: number;
  56936. arc?: number;
  56937. updatable?: boolean;
  56938. sideOrientation?: number;
  56939. frontUVs?: Vector4;
  56940. backUVs?: Vector4;
  56941. instance?: Mesh;
  56942. invertUV?: boolean;
  56943. }, scene?: Nullable<Scene>): Mesh;
  56944. /**
  56945. * Creates a polyhedron mesh
  56946. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  56947. * * The parameter `size` (positive float, default 1) sets the polygon size
  56948. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  56949. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  56950. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  56951. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  56952. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56953. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  56954. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56955. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56957. * @param name defines the name of the mesh
  56958. * @param options defines the options used to create the mesh
  56959. * @param scene defines the hosting scene
  56960. * @returns the polyhedron mesh
  56961. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  56962. */
  56963. static CreatePolyhedron(name: string, options: {
  56964. type?: number;
  56965. size?: number;
  56966. sizeX?: number;
  56967. sizeY?: number;
  56968. sizeZ?: number;
  56969. custom?: any;
  56970. faceUV?: Vector4[];
  56971. faceColors?: Color4[];
  56972. flat?: boolean;
  56973. updatable?: boolean;
  56974. sideOrientation?: number;
  56975. frontUVs?: Vector4;
  56976. backUVs?: Vector4;
  56977. }, scene?: Nullable<Scene>): Mesh;
  56978. /**
  56979. * Creates a decal mesh.
  56980. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  56981. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56982. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56983. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56984. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56985. * @param name defines the name of the mesh
  56986. * @param sourceMesh defines the mesh where the decal must be applied
  56987. * @param options defines the options used to create the mesh
  56988. * @param scene defines the hosting scene
  56989. * @returns the decal mesh
  56990. * @see https://doc.babylonjs.com/how_to/decals
  56991. */
  56992. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56993. position?: Vector3;
  56994. normal?: Vector3;
  56995. size?: Vector3;
  56996. angle?: number;
  56997. }): Mesh;
  56998. }
  56999. }
  57000. declare module "babylonjs/Meshes/meshSimplification" {
  57001. import { Mesh } from "babylonjs/Meshes/mesh";
  57002. /**
  57003. * A simplifier interface for future simplification implementations
  57004. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57005. */
  57006. export interface ISimplifier {
  57007. /**
  57008. * Simplification of a given mesh according to the given settings.
  57009. * Since this requires computation, it is assumed that the function runs async.
  57010. * @param settings The settings of the simplification, including quality and distance
  57011. * @param successCallback A callback that will be called after the mesh was simplified.
  57012. * @param errorCallback in case of an error, this callback will be called. optional.
  57013. */
  57014. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57015. }
  57016. /**
  57017. * Expected simplification settings.
  57018. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57019. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57020. */
  57021. export interface ISimplificationSettings {
  57022. /**
  57023. * Gets or sets the expected quality
  57024. */
  57025. quality: number;
  57026. /**
  57027. * Gets or sets the distance when this optimized version should be used
  57028. */
  57029. distance: number;
  57030. /**
  57031. * Gets an already optimized mesh
  57032. */
  57033. optimizeMesh?: boolean;
  57034. }
  57035. /**
  57036. * Class used to specify simplification options
  57037. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57038. */
  57039. export class SimplificationSettings implements ISimplificationSettings {
  57040. /** expected quality */
  57041. quality: number;
  57042. /** distance when this optimized version should be used */
  57043. distance: number;
  57044. /** already optimized mesh */
  57045. optimizeMesh?: boolean | undefined;
  57046. /**
  57047. * Creates a SimplificationSettings
  57048. * @param quality expected quality
  57049. * @param distance distance when this optimized version should be used
  57050. * @param optimizeMesh already optimized mesh
  57051. */
  57052. constructor(
  57053. /** expected quality */
  57054. quality: number,
  57055. /** distance when this optimized version should be used */
  57056. distance: number,
  57057. /** already optimized mesh */
  57058. optimizeMesh?: boolean | undefined);
  57059. }
  57060. /**
  57061. * Interface used to define a simplification task
  57062. */
  57063. export interface ISimplificationTask {
  57064. /**
  57065. * Array of settings
  57066. */
  57067. settings: Array<ISimplificationSettings>;
  57068. /**
  57069. * Simplification type
  57070. */
  57071. simplificationType: SimplificationType;
  57072. /**
  57073. * Mesh to simplify
  57074. */
  57075. mesh: Mesh;
  57076. /**
  57077. * Callback called on success
  57078. */
  57079. successCallback?: () => void;
  57080. /**
  57081. * Defines if parallel processing can be used
  57082. */
  57083. parallelProcessing: boolean;
  57084. }
  57085. /**
  57086. * Queue used to order the simplification tasks
  57087. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57088. */
  57089. export class SimplificationQueue {
  57090. private _simplificationArray;
  57091. /**
  57092. * Gets a boolean indicating that the process is still running
  57093. */
  57094. running: boolean;
  57095. /**
  57096. * Creates a new queue
  57097. */
  57098. constructor();
  57099. /**
  57100. * Adds a new simplification task
  57101. * @param task defines a task to add
  57102. */
  57103. addTask(task: ISimplificationTask): void;
  57104. /**
  57105. * Execute next task
  57106. */
  57107. executeNext(): void;
  57108. /**
  57109. * Execute a simplification task
  57110. * @param task defines the task to run
  57111. */
  57112. runSimplification(task: ISimplificationTask): void;
  57113. private getSimplifier;
  57114. }
  57115. /**
  57116. * The implemented types of simplification
  57117. * At the moment only Quadratic Error Decimation is implemented
  57118. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57119. */
  57120. export enum SimplificationType {
  57121. /** Quadratic error decimation */
  57122. QUADRATIC = 0
  57123. }
  57124. }
  57125. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57126. import { Scene } from "babylonjs/scene";
  57127. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57128. import { ISceneComponent } from "babylonjs/sceneComponent";
  57129. module "babylonjs/scene" {
  57130. interface Scene {
  57131. /** @hidden (Backing field) */
  57132. _simplificationQueue: SimplificationQueue;
  57133. /**
  57134. * Gets or sets the simplification queue attached to the scene
  57135. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57136. */
  57137. simplificationQueue: SimplificationQueue;
  57138. }
  57139. }
  57140. module "babylonjs/Meshes/mesh" {
  57141. interface Mesh {
  57142. /**
  57143. * Simplify the mesh according to the given array of settings.
  57144. * Function will return immediately and will simplify async
  57145. * @param settings a collection of simplification settings
  57146. * @param parallelProcessing should all levels calculate parallel or one after the other
  57147. * @param simplificationType the type of simplification to run
  57148. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57149. * @returns the current mesh
  57150. */
  57151. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57152. }
  57153. }
  57154. /**
  57155. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57156. * created in a scene
  57157. */
  57158. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57159. /**
  57160. * The component name helpfull to identify the component in the list of scene components.
  57161. */
  57162. readonly name: string;
  57163. /**
  57164. * The scene the component belongs to.
  57165. */
  57166. scene: Scene;
  57167. /**
  57168. * Creates a new instance of the component for the given scene
  57169. * @param scene Defines the scene to register the component in
  57170. */
  57171. constructor(scene: Scene);
  57172. /**
  57173. * Registers the component in a given scene
  57174. */
  57175. register(): void;
  57176. /**
  57177. * Rebuilds the elements related to this component in case of
  57178. * context lost for instance.
  57179. */
  57180. rebuild(): void;
  57181. /**
  57182. * Disposes the component and the associated ressources
  57183. */
  57184. dispose(): void;
  57185. private _beforeCameraUpdate;
  57186. }
  57187. }
  57188. declare module "babylonjs/Meshes/Builders/index" {
  57189. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57190. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57191. export * from "babylonjs/Meshes/Builders/discBuilder";
  57192. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57193. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57194. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57195. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57196. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57197. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57198. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57199. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57200. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57201. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57202. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57203. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57204. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57205. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57206. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57207. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57208. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57209. }
  57210. declare module "babylonjs/Meshes/index" {
  57211. export * from "babylonjs/Meshes/abstractMesh";
  57212. export * from "babylonjs/Meshes/buffer";
  57213. export * from "babylonjs/Meshes/Compression/index";
  57214. export * from "babylonjs/Meshes/csg";
  57215. export * from "babylonjs/Meshes/geometry";
  57216. export * from "babylonjs/Meshes/groundMesh";
  57217. export * from "babylonjs/Meshes/trailMesh";
  57218. export * from "babylonjs/Meshes/instancedMesh";
  57219. export * from "babylonjs/Meshes/linesMesh";
  57220. export * from "babylonjs/Meshes/mesh";
  57221. export * from "babylonjs/Meshes/mesh.vertexData";
  57222. export * from "babylonjs/Meshes/meshBuilder";
  57223. export * from "babylonjs/Meshes/meshSimplification";
  57224. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57225. export * from "babylonjs/Meshes/polygonMesh";
  57226. export * from "babylonjs/Meshes/subMesh";
  57227. export * from "babylonjs/Meshes/meshLODLevel";
  57228. export * from "babylonjs/Meshes/transformNode";
  57229. export * from "babylonjs/Meshes/Builders/index";
  57230. export * from "babylonjs/Meshes/dataBuffer";
  57231. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57232. }
  57233. declare module "babylonjs/Morph/index" {
  57234. export * from "babylonjs/Morph/morphTarget";
  57235. export * from "babylonjs/Morph/morphTargetManager";
  57236. }
  57237. declare module "babylonjs/Navigation/INavigationEngine" {
  57238. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57239. import { Vector3 } from "babylonjs/Maths/math";
  57240. import { Mesh } from "babylonjs/Meshes/mesh";
  57241. import { Scene } from "babylonjs/scene";
  57242. /**
  57243. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57244. */
  57245. export interface INavigationEnginePlugin {
  57246. /**
  57247. * plugin name
  57248. */
  57249. name: string;
  57250. /**
  57251. * Creates a navigation mesh
  57252. * @param meshes array of all the geometry used to compute the navigatio mesh
  57253. * @param parameters bunch of parameters used to filter geometry
  57254. */
  57255. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57256. /**
  57257. * Create a navigation mesh debug mesh
  57258. * @param scene is where the mesh will be added
  57259. * @returns debug display mesh
  57260. */
  57261. createDebugNavMesh(scene: Scene): Mesh;
  57262. /**
  57263. * Get a navigation mesh constrained position, closest to the parameter position
  57264. * @param position world position
  57265. * @returns the closest point to position constrained by the navigation mesh
  57266. */
  57267. getClosestPoint(position: Vector3): Vector3;
  57268. /**
  57269. * Get a navigation mesh constrained position, within a particular radius
  57270. * @param position world position
  57271. * @param maxRadius the maximum distance to the constrained world position
  57272. * @returns the closest point to position constrained by the navigation mesh
  57273. */
  57274. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57275. /**
  57276. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57277. * @param start world position
  57278. * @param end world position
  57279. * @returns array containing world position composing the path
  57280. */
  57281. computePath(start: Vector3, end: Vector3): Vector3[];
  57282. /**
  57283. * If this plugin is supported
  57284. * @returns true if plugin is supported
  57285. */
  57286. isSupported(): boolean;
  57287. /**
  57288. * Create a new Crowd so you can add agents
  57289. * @param maxAgents the maximum agent count in the crowd
  57290. * @param maxAgentRadius the maximum radius an agent can have
  57291. * @param scene to attach the crowd to
  57292. * @returns the crowd you can add agents to
  57293. */
  57294. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57295. /**
  57296. * Release all resources
  57297. */
  57298. dispose(): void;
  57299. }
  57300. /**
  57301. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57302. */
  57303. export interface ICrowd {
  57304. /**
  57305. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57306. * You can attach anything to that node. The node position is updated in the scene update tick.
  57307. * @param pos world position that will be constrained by the navigation mesh
  57308. * @param parameters agent parameters
  57309. * @param transform hooked to the agent that will be update by the scene
  57310. * @returns agent index
  57311. */
  57312. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57313. /**
  57314. * Returns the agent position in world space
  57315. * @param index agent index returned by addAgent
  57316. * @returns world space position
  57317. */
  57318. getAgentPosition(index: number): Vector3;
  57319. /**
  57320. * Gets the agent velocity in world space
  57321. * @param index agent index returned by addAgent
  57322. * @returns world space velocity
  57323. */
  57324. getAgentVelocity(index: number): Vector3;
  57325. /**
  57326. * remove a particular agent previously created
  57327. * @param index agent index returned by addAgent
  57328. */
  57329. removeAgent(index: number): void;
  57330. /**
  57331. * get the list of all agents attached to this crowd
  57332. * @returns list of agent indices
  57333. */
  57334. getAgents(): number[];
  57335. /**
  57336. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57337. * @param deltaTime in seconds
  57338. */
  57339. update(deltaTime: number): void;
  57340. /**
  57341. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57342. * @param index agent index returned by addAgent
  57343. * @param destination targeted world position
  57344. */
  57345. agentGoto(index: number, destination: Vector3): void;
  57346. /**
  57347. * Release all resources
  57348. */
  57349. dispose(): void;
  57350. }
  57351. /**
  57352. * Configures an agent
  57353. */
  57354. export interface IAgentParameters {
  57355. /**
  57356. * Agent radius. [Limit: >= 0]
  57357. */
  57358. radius: number;
  57359. /**
  57360. * Agent height. [Limit: > 0]
  57361. */
  57362. height: number;
  57363. /**
  57364. * Maximum allowed acceleration. [Limit: >= 0]
  57365. */
  57366. maxAcceleration: number;
  57367. /**
  57368. * Maximum allowed speed. [Limit: >= 0]
  57369. */
  57370. maxSpeed: number;
  57371. /**
  57372. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57373. */
  57374. collisionQueryRange: number;
  57375. /**
  57376. * The path visibility optimization range. [Limit: > 0]
  57377. */
  57378. pathOptimizationRange: number;
  57379. /**
  57380. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57381. */
  57382. separationWeight: number;
  57383. }
  57384. /**
  57385. * Configures the navigation mesh creation
  57386. */
  57387. export interface INavMeshParameters {
  57388. /**
  57389. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57390. */
  57391. cs: number;
  57392. /**
  57393. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57394. */
  57395. ch: number;
  57396. /**
  57397. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57398. */
  57399. walkableSlopeAngle: number;
  57400. /**
  57401. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57402. * be considered walkable. [Limit: >= 3] [Units: vx]
  57403. */
  57404. walkableHeight: number;
  57405. /**
  57406. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57407. */
  57408. walkableClimb: number;
  57409. /**
  57410. * The distance to erode/shrink the walkable area of the heightfield away from
  57411. * obstructions. [Limit: >=0] [Units: vx]
  57412. */
  57413. walkableRadius: number;
  57414. /**
  57415. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57416. */
  57417. maxEdgeLen: number;
  57418. /**
  57419. * The maximum distance a simplfied contour's border edges should deviate
  57420. * the original raw contour. [Limit: >=0] [Units: vx]
  57421. */
  57422. maxSimplificationError: number;
  57423. /**
  57424. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57425. */
  57426. minRegionArea: number;
  57427. /**
  57428. * Any regions with a span count smaller than this value will, if possible,
  57429. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57430. */
  57431. mergeRegionArea: number;
  57432. /**
  57433. * The maximum number of vertices allowed for polygons generated during the
  57434. * contour to polygon conversion process. [Limit: >= 3]
  57435. */
  57436. maxVertsPerPoly: number;
  57437. /**
  57438. * Sets the sampling distance to use when generating the detail mesh.
  57439. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57440. */
  57441. detailSampleDist: number;
  57442. /**
  57443. * The maximum distance the detail mesh surface should deviate from heightfield
  57444. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57445. */
  57446. detailSampleMaxError: number;
  57447. }
  57448. }
  57449. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57450. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57451. import { Mesh } from "babylonjs/Meshes/mesh";
  57452. import { Scene } from "babylonjs/scene";
  57453. import { Vector3 } from "babylonjs/Maths/math";
  57454. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57455. /**
  57456. * RecastJS navigation plugin
  57457. */
  57458. export class RecastJSPlugin implements INavigationEnginePlugin {
  57459. /**
  57460. * Reference to the Recast library
  57461. */
  57462. bjsRECAST: any;
  57463. /**
  57464. * plugin name
  57465. */
  57466. name: string;
  57467. /**
  57468. * the first navmesh created. We might extend this to support multiple navmeshes
  57469. */
  57470. navMesh: any;
  57471. /**
  57472. * Initializes the recastJS plugin
  57473. * @param recastInjection can be used to inject your own recast reference
  57474. */
  57475. constructor(recastInjection?: any);
  57476. /**
  57477. * Creates a navigation mesh
  57478. * @param meshes array of all the geometry used to compute the navigatio mesh
  57479. * @param parameters bunch of parameters used to filter geometry
  57480. */
  57481. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57482. /**
  57483. * Create a navigation mesh debug mesh
  57484. * @param scene is where the mesh will be added
  57485. * @returns debug display mesh
  57486. */
  57487. createDebugNavMesh(scene: Scene): Mesh;
  57488. /**
  57489. * Get a navigation mesh constrained position, closest to the parameter position
  57490. * @param position world position
  57491. * @returns the closest point to position constrained by the navigation mesh
  57492. */
  57493. getClosestPoint(position: Vector3): Vector3;
  57494. /**
  57495. * Get a navigation mesh constrained position, within a particular radius
  57496. * @param position world position
  57497. * @param maxRadius the maximum distance to the constrained world position
  57498. * @returns the closest point to position constrained by the navigation mesh
  57499. */
  57500. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57501. /**
  57502. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57503. * @param start world position
  57504. * @param end world position
  57505. * @returns array containing world position composing the path
  57506. */
  57507. computePath(start: Vector3, end: Vector3): Vector3[];
  57508. /**
  57509. * Create a new Crowd so you can add agents
  57510. * @param maxAgents the maximum agent count in the crowd
  57511. * @param maxAgentRadius the maximum radius an agent can have
  57512. * @param scene to attach the crowd to
  57513. * @returns the crowd you can add agents to
  57514. */
  57515. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57516. /**
  57517. * Disposes
  57518. */
  57519. dispose(): void;
  57520. /**
  57521. * If this plugin is supported
  57522. * @returns true if plugin is supported
  57523. */
  57524. isSupported(): boolean;
  57525. }
  57526. /**
  57527. * Recast detour crowd implementation
  57528. */
  57529. export class RecastJSCrowd implements ICrowd {
  57530. /**
  57531. * Recast/detour plugin
  57532. */
  57533. bjsRECASTPlugin: RecastJSPlugin;
  57534. /**
  57535. * Link to the detour crowd
  57536. */
  57537. recastCrowd: any;
  57538. /**
  57539. * One transform per agent
  57540. */
  57541. transforms: TransformNode[];
  57542. /**
  57543. * All agents created
  57544. */
  57545. agents: number[];
  57546. /**
  57547. * Link to the scene is kept to unregister the crowd from the scene
  57548. */
  57549. private _scene;
  57550. /**
  57551. * Observer for crowd updates
  57552. */
  57553. private _onBeforeAnimationsObserver;
  57554. /**
  57555. * Constructor
  57556. * @param plugin recastJS plugin
  57557. * @param maxAgents the maximum agent count in the crowd
  57558. * @param maxAgentRadius the maximum radius an agent can have
  57559. * @param scene to attach the crowd to
  57560. * @returns the crowd you can add agents to
  57561. */
  57562. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57563. /**
  57564. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57565. * You can attach anything to that node. The node position is updated in the scene update tick.
  57566. * @param pos world position that will be constrained by the navigation mesh
  57567. * @param parameters agent parameters
  57568. * @param transform hooked to the agent that will be update by the scene
  57569. * @returns agent index
  57570. */
  57571. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57572. /**
  57573. * Returns the agent position in world space
  57574. * @param index agent index returned by addAgent
  57575. * @returns world space position
  57576. */
  57577. getAgentPosition(index: number): Vector3;
  57578. /**
  57579. * Returns the agent velocity in world space
  57580. * @param index agent index returned by addAgent
  57581. * @returns world space velocity
  57582. */
  57583. getAgentVelocity(index: number): Vector3;
  57584. /**
  57585. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57586. * @param index agent index returned by addAgent
  57587. * @param destination targeted world position
  57588. */
  57589. agentGoto(index: number, destination: Vector3): void;
  57590. /**
  57591. * remove a particular agent previously created
  57592. * @param index agent index returned by addAgent
  57593. */
  57594. removeAgent(index: number): void;
  57595. /**
  57596. * get the list of all agents attached to this crowd
  57597. * @returns list of agent indices
  57598. */
  57599. getAgents(): number[];
  57600. /**
  57601. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57602. * @param deltaTime in seconds
  57603. */
  57604. update(deltaTime: number): void;
  57605. /**
  57606. * Release all resources
  57607. */
  57608. dispose(): void;
  57609. }
  57610. }
  57611. declare module "babylonjs/Navigation/Plugins/index" {
  57612. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57613. }
  57614. declare module "babylonjs/Navigation/index" {
  57615. export * from "babylonjs/Navigation/INavigationEngine";
  57616. export * from "babylonjs/Navigation/Plugins/index";
  57617. }
  57618. declare module "babylonjs/Offline/database" {
  57619. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57620. /**
  57621. * Class used to enable access to IndexedDB
  57622. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57623. */
  57624. export class Database implements IOfflineProvider {
  57625. private _callbackManifestChecked;
  57626. private _currentSceneUrl;
  57627. private _db;
  57628. private _enableSceneOffline;
  57629. private _enableTexturesOffline;
  57630. private _manifestVersionFound;
  57631. private _mustUpdateRessources;
  57632. private _hasReachedQuota;
  57633. private _isSupported;
  57634. private _idbFactory;
  57635. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57636. private static IsUASupportingBlobStorage;
  57637. /**
  57638. * Gets a boolean indicating if Database storate is enabled (off by default)
  57639. */
  57640. static IDBStorageEnabled: boolean;
  57641. /**
  57642. * Gets a boolean indicating if scene must be saved in the database
  57643. */
  57644. readonly enableSceneOffline: boolean;
  57645. /**
  57646. * Gets a boolean indicating if textures must be saved in the database
  57647. */
  57648. readonly enableTexturesOffline: boolean;
  57649. /**
  57650. * Creates a new Database
  57651. * @param urlToScene defines the url to load the scene
  57652. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57653. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57654. */
  57655. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57656. private static _ParseURL;
  57657. private static _ReturnFullUrlLocation;
  57658. private _checkManifestFile;
  57659. /**
  57660. * Open the database and make it available
  57661. * @param successCallback defines the callback to call on success
  57662. * @param errorCallback defines the callback to call on error
  57663. */
  57664. open(successCallback: () => void, errorCallback: () => void): void;
  57665. /**
  57666. * Loads an image from the database
  57667. * @param url defines the url to load from
  57668. * @param image defines the target DOM image
  57669. */
  57670. loadImage(url: string, image: HTMLImageElement): void;
  57671. private _loadImageFromDBAsync;
  57672. private _saveImageIntoDBAsync;
  57673. private _checkVersionFromDB;
  57674. private _loadVersionFromDBAsync;
  57675. private _saveVersionIntoDBAsync;
  57676. /**
  57677. * Loads a file from database
  57678. * @param url defines the URL to load from
  57679. * @param sceneLoaded defines a callback to call on success
  57680. * @param progressCallBack defines a callback to call when progress changed
  57681. * @param errorCallback defines a callback to call on error
  57682. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57683. */
  57684. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57685. private _loadFileAsync;
  57686. private _saveFileAsync;
  57687. /**
  57688. * Validates if xhr data is correct
  57689. * @param xhr defines the request to validate
  57690. * @param dataType defines the expected data type
  57691. * @returns true if data is correct
  57692. */
  57693. private static _ValidateXHRData;
  57694. }
  57695. }
  57696. declare module "babylonjs/Offline/index" {
  57697. export * from "babylonjs/Offline/database";
  57698. export * from "babylonjs/Offline/IOfflineProvider";
  57699. }
  57700. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57701. /** @hidden */
  57702. export var gpuUpdateParticlesPixelShader: {
  57703. name: string;
  57704. shader: string;
  57705. };
  57706. }
  57707. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57708. /** @hidden */
  57709. export var gpuUpdateParticlesVertexShader: {
  57710. name: string;
  57711. shader: string;
  57712. };
  57713. }
  57714. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57715. /** @hidden */
  57716. export var clipPlaneFragmentDeclaration2: {
  57717. name: string;
  57718. shader: string;
  57719. };
  57720. }
  57721. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57722. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57723. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57724. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57725. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57726. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57727. /** @hidden */
  57728. export var gpuRenderParticlesPixelShader: {
  57729. name: string;
  57730. shader: string;
  57731. };
  57732. }
  57733. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57734. /** @hidden */
  57735. export var clipPlaneVertexDeclaration2: {
  57736. name: string;
  57737. shader: string;
  57738. };
  57739. }
  57740. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57741. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57742. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57743. /** @hidden */
  57744. export var gpuRenderParticlesVertexShader: {
  57745. name: string;
  57746. shader: string;
  57747. };
  57748. }
  57749. declare module "babylonjs/Particles/gpuParticleSystem" {
  57750. import { Nullable } from "babylonjs/types";
  57751. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57752. import { Observable } from "babylonjs/Misc/observable";
  57753. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57754. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57755. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57756. import { Scene, IDisposable } from "babylonjs/scene";
  57757. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57758. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57759. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57760. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57761. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57762. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57763. /**
  57764. * This represents a GPU particle system in Babylon
  57765. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57766. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57767. */
  57768. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57769. /**
  57770. * The layer mask we are rendering the particles through.
  57771. */
  57772. layerMask: number;
  57773. private _capacity;
  57774. private _activeCount;
  57775. private _currentActiveCount;
  57776. private _accumulatedCount;
  57777. private _renderEffect;
  57778. private _updateEffect;
  57779. private _buffer0;
  57780. private _buffer1;
  57781. private _spriteBuffer;
  57782. private _updateVAO;
  57783. private _renderVAO;
  57784. private _targetIndex;
  57785. private _sourceBuffer;
  57786. private _targetBuffer;
  57787. private _engine;
  57788. private _currentRenderId;
  57789. private _started;
  57790. private _stopped;
  57791. private _timeDelta;
  57792. private _randomTexture;
  57793. private _randomTexture2;
  57794. private _attributesStrideSize;
  57795. private _updateEffectOptions;
  57796. private _randomTextureSize;
  57797. private _actualFrame;
  57798. private readonly _rawTextureWidth;
  57799. /**
  57800. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57801. */
  57802. static readonly IsSupported: boolean;
  57803. /**
  57804. * An event triggered when the system is disposed.
  57805. */
  57806. onDisposeObservable: Observable<GPUParticleSystem>;
  57807. /**
  57808. * Gets the maximum number of particles active at the same time.
  57809. * @returns The max number of active particles.
  57810. */
  57811. getCapacity(): number;
  57812. /**
  57813. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57814. * to override the particles.
  57815. */
  57816. forceDepthWrite: boolean;
  57817. /**
  57818. * Gets or set the number of active particles
  57819. */
  57820. activeParticleCount: number;
  57821. private _preWarmDone;
  57822. /**
  57823. * Is this system ready to be used/rendered
  57824. * @return true if the system is ready
  57825. */
  57826. isReady(): boolean;
  57827. /**
  57828. * Gets if the system has been started. (Note: this will still be true after stop is called)
  57829. * @returns True if it has been started, otherwise false.
  57830. */
  57831. isStarted(): boolean;
  57832. /**
  57833. * Starts the particle system and begins to emit
  57834. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  57835. */
  57836. start(delay?: number): void;
  57837. /**
  57838. * Stops the particle system.
  57839. */
  57840. stop(): void;
  57841. /**
  57842. * Remove all active particles
  57843. */
  57844. reset(): void;
  57845. /**
  57846. * Returns the string "GPUParticleSystem"
  57847. * @returns a string containing the class name
  57848. */
  57849. getClassName(): string;
  57850. private _colorGradientsTexture;
  57851. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  57852. /**
  57853. * Adds a new color gradient
  57854. * @param gradient defines the gradient to use (between 0 and 1)
  57855. * @param color1 defines the color to affect to the specified gradient
  57856. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  57857. * @returns the current particle system
  57858. */
  57859. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  57860. /**
  57861. * Remove a specific color gradient
  57862. * @param gradient defines the gradient to remove
  57863. * @returns the current particle system
  57864. */
  57865. removeColorGradient(gradient: number): GPUParticleSystem;
  57866. private _angularSpeedGradientsTexture;
  57867. private _sizeGradientsTexture;
  57868. private _velocityGradientsTexture;
  57869. private _limitVelocityGradientsTexture;
  57870. private _dragGradientsTexture;
  57871. private _addFactorGradient;
  57872. /**
  57873. * Adds a new size gradient
  57874. * @param gradient defines the gradient to use (between 0 and 1)
  57875. * @param factor defines the size factor to affect to the specified gradient
  57876. * @returns the current particle system
  57877. */
  57878. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  57879. /**
  57880. * Remove a specific size gradient
  57881. * @param gradient defines the gradient to remove
  57882. * @returns the current particle system
  57883. */
  57884. removeSizeGradient(gradient: number): GPUParticleSystem;
  57885. /**
  57886. * Adds a new angular speed gradient
  57887. * @param gradient defines the gradient to use (between 0 and 1)
  57888. * @param factor defines the angular speed to affect to the specified gradient
  57889. * @returns the current particle system
  57890. */
  57891. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  57892. /**
  57893. * Remove a specific angular speed gradient
  57894. * @param gradient defines the gradient to remove
  57895. * @returns the current particle system
  57896. */
  57897. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  57898. /**
  57899. * Adds a new velocity gradient
  57900. * @param gradient defines the gradient to use (between 0 and 1)
  57901. * @param factor defines the velocity to affect to the specified gradient
  57902. * @returns the current particle system
  57903. */
  57904. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57905. /**
  57906. * Remove a specific velocity gradient
  57907. * @param gradient defines the gradient to remove
  57908. * @returns the current particle system
  57909. */
  57910. removeVelocityGradient(gradient: number): GPUParticleSystem;
  57911. /**
  57912. * Adds a new limit velocity gradient
  57913. * @param gradient defines the gradient to use (between 0 and 1)
  57914. * @param factor defines the limit velocity value to affect to the specified gradient
  57915. * @returns the current particle system
  57916. */
  57917. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  57918. /**
  57919. * Remove a specific limit velocity gradient
  57920. * @param gradient defines the gradient to remove
  57921. * @returns the current particle system
  57922. */
  57923. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  57924. /**
  57925. * Adds a new drag gradient
  57926. * @param gradient defines the gradient to use (between 0 and 1)
  57927. * @param factor defines the drag value to affect to the specified gradient
  57928. * @returns the current particle system
  57929. */
  57930. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  57931. /**
  57932. * Remove a specific drag gradient
  57933. * @param gradient defines the gradient to remove
  57934. * @returns the current particle system
  57935. */
  57936. removeDragGradient(gradient: number): GPUParticleSystem;
  57937. /**
  57938. * Not supported by GPUParticleSystem
  57939. * @param gradient defines the gradient to use (between 0 and 1)
  57940. * @param factor defines the emit rate value to affect to the specified gradient
  57941. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57942. * @returns the current particle system
  57943. */
  57944. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57945. /**
  57946. * Not supported by GPUParticleSystem
  57947. * @param gradient defines the gradient to remove
  57948. * @returns the current particle system
  57949. */
  57950. removeEmitRateGradient(gradient: number): IParticleSystem;
  57951. /**
  57952. * Not supported by GPUParticleSystem
  57953. * @param gradient defines the gradient to use (between 0 and 1)
  57954. * @param factor defines the start size value to affect to the specified gradient
  57955. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  57956. * @returns the current particle system
  57957. */
  57958. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  57959. /**
  57960. * Not supported by GPUParticleSystem
  57961. * @param gradient defines the gradient to remove
  57962. * @returns the current particle system
  57963. */
  57964. removeStartSizeGradient(gradient: number): IParticleSystem;
  57965. /**
  57966. * Not supported by GPUParticleSystem
  57967. * @param gradient defines the gradient to use (between 0 and 1)
  57968. * @param min defines the color remap minimal range
  57969. * @param max defines the color remap maximal range
  57970. * @returns the current particle system
  57971. */
  57972. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57973. /**
  57974. * Not supported by GPUParticleSystem
  57975. * @param gradient defines the gradient to remove
  57976. * @returns the current particle system
  57977. */
  57978. removeColorRemapGradient(): IParticleSystem;
  57979. /**
  57980. * Not supported by GPUParticleSystem
  57981. * @param gradient defines the gradient to use (between 0 and 1)
  57982. * @param min defines the alpha remap minimal range
  57983. * @param max defines the alpha remap maximal range
  57984. * @returns the current particle system
  57985. */
  57986. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  57987. /**
  57988. * Not supported by GPUParticleSystem
  57989. * @param gradient defines the gradient to remove
  57990. * @returns the current particle system
  57991. */
  57992. removeAlphaRemapGradient(): IParticleSystem;
  57993. /**
  57994. * Not supported by GPUParticleSystem
  57995. * @param gradient defines the gradient to use (between 0 and 1)
  57996. * @param color defines the color to affect to the specified gradient
  57997. * @returns the current particle system
  57998. */
  57999. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58000. /**
  58001. * Not supported by GPUParticleSystem
  58002. * @param gradient defines the gradient to remove
  58003. * @returns the current particle system
  58004. */
  58005. removeRampGradient(): IParticleSystem;
  58006. /**
  58007. * Not supported by GPUParticleSystem
  58008. * @returns the list of ramp gradients
  58009. */
  58010. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58011. /**
  58012. * Not supported by GPUParticleSystem
  58013. * Gets or sets a boolean indicating that ramp gradients must be used
  58014. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58015. */
  58016. useRampGradients: boolean;
  58017. /**
  58018. * Not supported by GPUParticleSystem
  58019. * @param gradient defines the gradient to use (between 0 and 1)
  58020. * @param factor defines the life time factor to affect to the specified gradient
  58021. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58022. * @returns the current particle system
  58023. */
  58024. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58025. /**
  58026. * Not supported by GPUParticleSystem
  58027. * @param gradient defines the gradient to remove
  58028. * @returns the current particle system
  58029. */
  58030. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58031. /**
  58032. * Instantiates a GPU particle system.
  58033. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  58034. * @param name The name of the particle system
  58035. * @param options The options used to create the system
  58036. * @param scene The scene the particle system belongs to
  58037. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58038. */
  58039. constructor(name: string, options: Partial<{
  58040. capacity: number;
  58041. randomTextureSize: number;
  58042. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58043. protected _reset(): void;
  58044. private _createUpdateVAO;
  58045. private _createRenderVAO;
  58046. private _initialize;
  58047. /** @hidden */
  58048. _recreateUpdateEffect(): void;
  58049. /** @hidden */
  58050. _recreateRenderEffect(): void;
  58051. /**
  58052. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58053. * @param preWarm defines if we are in the pre-warmimg phase
  58054. */
  58055. animate(preWarm?: boolean): void;
  58056. private _createFactorGradientTexture;
  58057. private _createSizeGradientTexture;
  58058. private _createAngularSpeedGradientTexture;
  58059. private _createVelocityGradientTexture;
  58060. private _createLimitVelocityGradientTexture;
  58061. private _createDragGradientTexture;
  58062. private _createColorGradientTexture;
  58063. /**
  58064. * Renders the particle system in its current state
  58065. * @param preWarm defines if the system should only update the particles but not render them
  58066. * @returns the current number of particles
  58067. */
  58068. render(preWarm?: boolean): number;
  58069. /**
  58070. * Rebuilds the particle system
  58071. */
  58072. rebuild(): void;
  58073. private _releaseBuffers;
  58074. private _releaseVAOs;
  58075. /**
  58076. * Disposes the particle system and free the associated resources
  58077. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58078. */
  58079. dispose(disposeTexture?: boolean): void;
  58080. /**
  58081. * Clones the particle system.
  58082. * @param name The name of the cloned object
  58083. * @param newEmitter The new emitter to use
  58084. * @returns the cloned particle system
  58085. */
  58086. clone(name: string, newEmitter: any): GPUParticleSystem;
  58087. /**
  58088. * Serializes the particle system to a JSON object.
  58089. * @returns the JSON object
  58090. */
  58091. serialize(): any;
  58092. /**
  58093. * Parses a JSON object to create a GPU particle system.
  58094. * @param parsedParticleSystem The JSON object to parse
  58095. * @param scene The scene to create the particle system in
  58096. * @param rootUrl The root url to use to load external dependencies like texture
  58097. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58098. * @returns the parsed GPU particle system
  58099. */
  58100. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58101. }
  58102. }
  58103. declare module "babylonjs/Particles/particleSystemSet" {
  58104. import { Nullable } from "babylonjs/types";
  58105. import { Color3 } from "babylonjs/Maths/math.color";
  58106. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58107. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58108. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58109. import { Scene, IDisposable } from "babylonjs/scene";
  58110. /**
  58111. * Represents a set of particle systems working together to create a specific effect
  58112. */
  58113. export class ParticleSystemSet implements IDisposable {
  58114. private _emitterCreationOptions;
  58115. private _emitterNode;
  58116. /**
  58117. * Gets the particle system list
  58118. */
  58119. systems: IParticleSystem[];
  58120. /**
  58121. * Gets the emitter node used with this set
  58122. */
  58123. readonly emitterNode: Nullable<TransformNode>;
  58124. /**
  58125. * Creates a new emitter mesh as a sphere
  58126. * @param options defines the options used to create the sphere
  58127. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58128. * @param scene defines the hosting scene
  58129. */
  58130. setEmitterAsSphere(options: {
  58131. diameter: number;
  58132. segments: number;
  58133. color: Color3;
  58134. }, renderingGroupId: number, scene: Scene): void;
  58135. /**
  58136. * Starts all particle systems of the set
  58137. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58138. */
  58139. start(emitter?: AbstractMesh): void;
  58140. /**
  58141. * Release all associated resources
  58142. */
  58143. dispose(): void;
  58144. /**
  58145. * Serialize the set into a JSON compatible object
  58146. * @returns a JSON compatible representation of the set
  58147. */
  58148. serialize(): any;
  58149. /**
  58150. * Parse a new ParticleSystemSet from a serialized source
  58151. * @param data defines a JSON compatible representation of the set
  58152. * @param scene defines the hosting scene
  58153. * @param gpu defines if we want GPU particles or CPU particles
  58154. * @returns a new ParticleSystemSet
  58155. */
  58156. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58157. }
  58158. }
  58159. declare module "babylonjs/Particles/particleHelper" {
  58160. import { Nullable } from "babylonjs/types";
  58161. import { Scene } from "babylonjs/scene";
  58162. import { Vector3 } from "babylonjs/Maths/math.vector";
  58163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58164. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58165. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58166. /**
  58167. * This class is made for on one-liner static method to help creating particle system set.
  58168. */
  58169. export class ParticleHelper {
  58170. /**
  58171. * Gets or sets base Assets URL
  58172. */
  58173. static BaseAssetsUrl: string;
  58174. /**
  58175. * Create a default particle system that you can tweak
  58176. * @param emitter defines the emitter to use
  58177. * @param capacity defines the system capacity (default is 500 particles)
  58178. * @param scene defines the hosting scene
  58179. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58180. * @returns the new Particle system
  58181. */
  58182. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58183. /**
  58184. * This is the main static method (one-liner) of this helper to create different particle systems
  58185. * @param type This string represents the type to the particle system to create
  58186. * @param scene The scene where the particle system should live
  58187. * @param gpu If the system will use gpu
  58188. * @returns the ParticleSystemSet created
  58189. */
  58190. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58191. /**
  58192. * Static function used to export a particle system to a ParticleSystemSet variable.
  58193. * Please note that the emitter shape is not exported
  58194. * @param systems defines the particle systems to export
  58195. * @returns the created particle system set
  58196. */
  58197. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58198. }
  58199. }
  58200. declare module "babylonjs/Particles/particleSystemComponent" {
  58201. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58202. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58203. import "babylonjs/Shaders/particles.vertex";
  58204. module "babylonjs/Engines/engine" {
  58205. interface Engine {
  58206. /**
  58207. * Create an effect to use with particle systems.
  58208. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58209. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58210. * @param uniformsNames defines a list of attribute names
  58211. * @param samplers defines an array of string used to represent textures
  58212. * @param defines defines the string containing the defines to use to compile the shaders
  58213. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58214. * @param onCompiled defines a function to call when the effect creation is successful
  58215. * @param onError defines a function to call when the effect creation has failed
  58216. * @returns the new Effect
  58217. */
  58218. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58219. }
  58220. }
  58221. module "babylonjs/Meshes/mesh" {
  58222. interface Mesh {
  58223. /**
  58224. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58225. * @returns an array of IParticleSystem
  58226. */
  58227. getEmittedParticleSystems(): IParticleSystem[];
  58228. /**
  58229. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58230. * @returns an array of IParticleSystem
  58231. */
  58232. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58233. }
  58234. }
  58235. /**
  58236. * @hidden
  58237. */
  58238. export var _IDoNeedToBeInTheBuild: number;
  58239. }
  58240. declare module "babylonjs/Particles/index" {
  58241. export * from "babylonjs/Particles/baseParticleSystem";
  58242. export * from "babylonjs/Particles/EmitterTypes/index";
  58243. export * from "babylonjs/Particles/gpuParticleSystem";
  58244. export * from "babylonjs/Particles/IParticleSystem";
  58245. export * from "babylonjs/Particles/particle";
  58246. export * from "babylonjs/Particles/particleHelper";
  58247. export * from "babylonjs/Particles/particleSystem";
  58248. export * from "babylonjs/Particles/particleSystemComponent";
  58249. export * from "babylonjs/Particles/particleSystemSet";
  58250. export * from "babylonjs/Particles/solidParticle";
  58251. export * from "babylonjs/Particles/solidParticleSystem";
  58252. export * from "babylonjs/Particles/subEmitter";
  58253. }
  58254. declare module "babylonjs/Physics/physicsEngineComponent" {
  58255. import { Nullable } from "babylonjs/types";
  58256. import { Observable, Observer } from "babylonjs/Misc/observable";
  58257. import { Vector3 } from "babylonjs/Maths/math.vector";
  58258. import { Mesh } from "babylonjs/Meshes/mesh";
  58259. import { ISceneComponent } from "babylonjs/sceneComponent";
  58260. import { Scene } from "babylonjs/scene";
  58261. import { Node } from "babylonjs/node";
  58262. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58263. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58264. module "babylonjs/scene" {
  58265. interface Scene {
  58266. /** @hidden (Backing field) */
  58267. _physicsEngine: Nullable<IPhysicsEngine>;
  58268. /**
  58269. * Gets the current physics engine
  58270. * @returns a IPhysicsEngine or null if none attached
  58271. */
  58272. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58273. /**
  58274. * Enables physics to the current scene
  58275. * @param gravity defines the scene's gravity for the physics engine
  58276. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58277. * @return a boolean indicating if the physics engine was initialized
  58278. */
  58279. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58280. /**
  58281. * Disables and disposes the physics engine associated with the scene
  58282. */
  58283. disablePhysicsEngine(): void;
  58284. /**
  58285. * Gets a boolean indicating if there is an active physics engine
  58286. * @returns a boolean indicating if there is an active physics engine
  58287. */
  58288. isPhysicsEnabled(): boolean;
  58289. /**
  58290. * Deletes a physics compound impostor
  58291. * @param compound defines the compound to delete
  58292. */
  58293. deleteCompoundImpostor(compound: any): void;
  58294. /**
  58295. * An event triggered when physic simulation is about to be run
  58296. */
  58297. onBeforePhysicsObservable: Observable<Scene>;
  58298. /**
  58299. * An event triggered when physic simulation has been done
  58300. */
  58301. onAfterPhysicsObservable: Observable<Scene>;
  58302. }
  58303. }
  58304. module "babylonjs/Meshes/abstractMesh" {
  58305. interface AbstractMesh {
  58306. /** @hidden */
  58307. _physicsImpostor: Nullable<PhysicsImpostor>;
  58308. /**
  58309. * Gets or sets impostor used for physic simulation
  58310. * @see http://doc.babylonjs.com/features/physics_engine
  58311. */
  58312. physicsImpostor: Nullable<PhysicsImpostor>;
  58313. /**
  58314. * Gets the current physics impostor
  58315. * @see http://doc.babylonjs.com/features/physics_engine
  58316. * @returns a physics impostor or null
  58317. */
  58318. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58319. /** Apply a physic impulse to the mesh
  58320. * @param force defines the force to apply
  58321. * @param contactPoint defines where to apply the force
  58322. * @returns the current mesh
  58323. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58324. */
  58325. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58326. /**
  58327. * Creates a physic joint between two meshes
  58328. * @param otherMesh defines the other mesh to use
  58329. * @param pivot1 defines the pivot to use on this mesh
  58330. * @param pivot2 defines the pivot to use on the other mesh
  58331. * @param options defines additional options (can be plugin dependent)
  58332. * @returns the current mesh
  58333. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58334. */
  58335. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58336. /** @hidden */
  58337. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58338. }
  58339. }
  58340. /**
  58341. * Defines the physics engine scene component responsible to manage a physics engine
  58342. */
  58343. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58344. /**
  58345. * The component name helpful to identify the component in the list of scene components.
  58346. */
  58347. readonly name: string;
  58348. /**
  58349. * The scene the component belongs to.
  58350. */
  58351. scene: Scene;
  58352. /**
  58353. * Creates a new instance of the component for the given scene
  58354. * @param scene Defines the scene to register the component in
  58355. */
  58356. constructor(scene: Scene);
  58357. /**
  58358. * Registers the component in a given scene
  58359. */
  58360. register(): void;
  58361. /**
  58362. * Rebuilds the elements related to this component in case of
  58363. * context lost for instance.
  58364. */
  58365. rebuild(): void;
  58366. /**
  58367. * Disposes the component and the associated ressources
  58368. */
  58369. dispose(): void;
  58370. }
  58371. }
  58372. declare module "babylonjs/Physics/physicsHelper" {
  58373. import { Nullable } from "babylonjs/types";
  58374. import { Vector3 } from "babylonjs/Maths/math.vector";
  58375. import { Mesh } from "babylonjs/Meshes/mesh";
  58376. import { Scene } from "babylonjs/scene";
  58377. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58378. /**
  58379. * A helper for physics simulations
  58380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58381. */
  58382. export class PhysicsHelper {
  58383. private _scene;
  58384. private _physicsEngine;
  58385. /**
  58386. * Initializes the Physics helper
  58387. * @param scene Babylon.js scene
  58388. */
  58389. constructor(scene: Scene);
  58390. /**
  58391. * Applies a radial explosion impulse
  58392. * @param origin the origin of the explosion
  58393. * @param radiusOrEventOptions the radius or the options of radial explosion
  58394. * @param strength the explosion strength
  58395. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58396. * @returns A physics radial explosion event, or null
  58397. */
  58398. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58399. /**
  58400. * Applies a radial explosion force
  58401. * @param origin the origin of the explosion
  58402. * @param radiusOrEventOptions the radius or the options of radial explosion
  58403. * @param strength the explosion strength
  58404. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58405. * @returns A physics radial explosion event, or null
  58406. */
  58407. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58408. /**
  58409. * Creates a gravitational field
  58410. * @param origin the origin of the explosion
  58411. * @param radiusOrEventOptions the radius or the options of radial explosion
  58412. * @param strength the explosion strength
  58413. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58414. * @returns A physics gravitational field event, or null
  58415. */
  58416. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58417. /**
  58418. * Creates a physics updraft event
  58419. * @param origin the origin of the updraft
  58420. * @param radiusOrEventOptions the radius or the options of the updraft
  58421. * @param strength the strength of the updraft
  58422. * @param height the height of the updraft
  58423. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58424. * @returns A physics updraft event, or null
  58425. */
  58426. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58427. /**
  58428. * Creates a physics vortex event
  58429. * @param origin the of the vortex
  58430. * @param radiusOrEventOptions the radius or the options of the vortex
  58431. * @param strength the strength of the vortex
  58432. * @param height the height of the vortex
  58433. * @returns a Physics vortex event, or null
  58434. * A physics vortex event or null
  58435. */
  58436. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58437. }
  58438. /**
  58439. * Represents a physics radial explosion event
  58440. */
  58441. class PhysicsRadialExplosionEvent {
  58442. private _scene;
  58443. private _options;
  58444. private _sphere;
  58445. private _dataFetched;
  58446. /**
  58447. * Initializes a radial explosioin event
  58448. * @param _scene BabylonJS scene
  58449. * @param _options The options for the vortex event
  58450. */
  58451. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58452. /**
  58453. * Returns the data related to the radial explosion event (sphere).
  58454. * @returns The radial explosion event data
  58455. */
  58456. getData(): PhysicsRadialExplosionEventData;
  58457. /**
  58458. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58459. * @param impostor A physics imposter
  58460. * @param origin the origin of the explosion
  58461. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58462. */
  58463. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58464. /**
  58465. * Triggers affecterd impostors callbacks
  58466. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58467. */
  58468. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58469. /**
  58470. * Disposes the sphere.
  58471. * @param force Specifies if the sphere should be disposed by force
  58472. */
  58473. dispose(force?: boolean): void;
  58474. /*** Helpers ***/
  58475. private _prepareSphere;
  58476. private _intersectsWithSphere;
  58477. }
  58478. /**
  58479. * Represents a gravitational field event
  58480. */
  58481. class PhysicsGravitationalFieldEvent {
  58482. private _physicsHelper;
  58483. private _scene;
  58484. private _origin;
  58485. private _options;
  58486. private _tickCallback;
  58487. private _sphere;
  58488. private _dataFetched;
  58489. /**
  58490. * Initializes the physics gravitational field event
  58491. * @param _physicsHelper A physics helper
  58492. * @param _scene BabylonJS scene
  58493. * @param _origin The origin position of the gravitational field event
  58494. * @param _options The options for the vortex event
  58495. */
  58496. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58497. /**
  58498. * Returns the data related to the gravitational field event (sphere).
  58499. * @returns A gravitational field event
  58500. */
  58501. getData(): PhysicsGravitationalFieldEventData;
  58502. /**
  58503. * Enables the gravitational field.
  58504. */
  58505. enable(): void;
  58506. /**
  58507. * Disables the gravitational field.
  58508. */
  58509. disable(): void;
  58510. /**
  58511. * Disposes the sphere.
  58512. * @param force The force to dispose from the gravitational field event
  58513. */
  58514. dispose(force?: boolean): void;
  58515. private _tick;
  58516. }
  58517. /**
  58518. * Represents a physics updraft event
  58519. */
  58520. class PhysicsUpdraftEvent {
  58521. private _scene;
  58522. private _origin;
  58523. private _options;
  58524. private _physicsEngine;
  58525. private _originTop;
  58526. private _originDirection;
  58527. private _tickCallback;
  58528. private _cylinder;
  58529. private _cylinderPosition;
  58530. private _dataFetched;
  58531. /**
  58532. * Initializes the physics updraft event
  58533. * @param _scene BabylonJS scene
  58534. * @param _origin The origin position of the updraft
  58535. * @param _options The options for the updraft event
  58536. */
  58537. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58538. /**
  58539. * Returns the data related to the updraft event (cylinder).
  58540. * @returns A physics updraft event
  58541. */
  58542. getData(): PhysicsUpdraftEventData;
  58543. /**
  58544. * Enables the updraft.
  58545. */
  58546. enable(): void;
  58547. /**
  58548. * Disables the updraft.
  58549. */
  58550. disable(): void;
  58551. /**
  58552. * Disposes the cylinder.
  58553. * @param force Specifies if the updraft should be disposed by force
  58554. */
  58555. dispose(force?: boolean): void;
  58556. private getImpostorHitData;
  58557. private _tick;
  58558. /*** Helpers ***/
  58559. private _prepareCylinder;
  58560. private _intersectsWithCylinder;
  58561. }
  58562. /**
  58563. * Represents a physics vortex event
  58564. */
  58565. class PhysicsVortexEvent {
  58566. private _scene;
  58567. private _origin;
  58568. private _options;
  58569. private _physicsEngine;
  58570. private _originTop;
  58571. private _tickCallback;
  58572. private _cylinder;
  58573. private _cylinderPosition;
  58574. private _dataFetched;
  58575. /**
  58576. * Initializes the physics vortex event
  58577. * @param _scene The BabylonJS scene
  58578. * @param _origin The origin position of the vortex
  58579. * @param _options The options for the vortex event
  58580. */
  58581. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58582. /**
  58583. * Returns the data related to the vortex event (cylinder).
  58584. * @returns The physics vortex event data
  58585. */
  58586. getData(): PhysicsVortexEventData;
  58587. /**
  58588. * Enables the vortex.
  58589. */
  58590. enable(): void;
  58591. /**
  58592. * Disables the cortex.
  58593. */
  58594. disable(): void;
  58595. /**
  58596. * Disposes the sphere.
  58597. * @param force
  58598. */
  58599. dispose(force?: boolean): void;
  58600. private getImpostorHitData;
  58601. private _tick;
  58602. /*** Helpers ***/
  58603. private _prepareCylinder;
  58604. private _intersectsWithCylinder;
  58605. }
  58606. /**
  58607. * Options fot the radial explosion event
  58608. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58609. */
  58610. export class PhysicsRadialExplosionEventOptions {
  58611. /**
  58612. * The radius of the sphere for the radial explosion.
  58613. */
  58614. radius: number;
  58615. /**
  58616. * The strenth of the explosion.
  58617. */
  58618. strength: number;
  58619. /**
  58620. * The strenght of the force in correspondence to the distance of the affected object
  58621. */
  58622. falloff: PhysicsRadialImpulseFalloff;
  58623. /**
  58624. * Sphere options for the radial explosion.
  58625. */
  58626. sphere: {
  58627. segments: number;
  58628. diameter: number;
  58629. };
  58630. /**
  58631. * Sphere options for the radial explosion.
  58632. */
  58633. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58634. }
  58635. /**
  58636. * Options fot the updraft event
  58637. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58638. */
  58639. export class PhysicsUpdraftEventOptions {
  58640. /**
  58641. * The radius of the cylinder for the vortex
  58642. */
  58643. radius: number;
  58644. /**
  58645. * The strenth of the updraft.
  58646. */
  58647. strength: number;
  58648. /**
  58649. * The height of the cylinder for the updraft.
  58650. */
  58651. height: number;
  58652. /**
  58653. * The mode for the the updraft.
  58654. */
  58655. updraftMode: PhysicsUpdraftMode;
  58656. }
  58657. /**
  58658. * Options fot the vortex event
  58659. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58660. */
  58661. export class PhysicsVortexEventOptions {
  58662. /**
  58663. * The radius of the cylinder for the vortex
  58664. */
  58665. radius: number;
  58666. /**
  58667. * The strenth of the vortex.
  58668. */
  58669. strength: number;
  58670. /**
  58671. * The height of the cylinder for the vortex.
  58672. */
  58673. height: number;
  58674. /**
  58675. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58676. */
  58677. centripetalForceThreshold: number;
  58678. /**
  58679. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58680. */
  58681. centripetalForceMultiplier: number;
  58682. /**
  58683. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58684. */
  58685. centrifugalForceMultiplier: number;
  58686. /**
  58687. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58688. */
  58689. updraftForceMultiplier: number;
  58690. }
  58691. /**
  58692. * The strenght of the force in correspondence to the distance of the affected object
  58693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58694. */
  58695. export enum PhysicsRadialImpulseFalloff {
  58696. /** Defines that impulse is constant in strength across it's whole radius */
  58697. Constant = 0,
  58698. /** Defines that impulse gets weaker if it's further from the origin */
  58699. Linear = 1
  58700. }
  58701. /**
  58702. * The strength of the force in correspondence to the distance of the affected object
  58703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58704. */
  58705. export enum PhysicsUpdraftMode {
  58706. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58707. Center = 0,
  58708. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58709. Perpendicular = 1
  58710. }
  58711. /**
  58712. * Interface for a physics hit data
  58713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58714. */
  58715. export interface PhysicsHitData {
  58716. /**
  58717. * The force applied at the contact point
  58718. */
  58719. force: Vector3;
  58720. /**
  58721. * The contact point
  58722. */
  58723. contactPoint: Vector3;
  58724. /**
  58725. * The distance from the origin to the contact point
  58726. */
  58727. distanceFromOrigin: number;
  58728. }
  58729. /**
  58730. * Interface for radial explosion event data
  58731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58732. */
  58733. export interface PhysicsRadialExplosionEventData {
  58734. /**
  58735. * A sphere used for the radial explosion event
  58736. */
  58737. sphere: Mesh;
  58738. }
  58739. /**
  58740. * Interface for gravitational field event data
  58741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58742. */
  58743. export interface PhysicsGravitationalFieldEventData {
  58744. /**
  58745. * A sphere mesh used for the gravitational field event
  58746. */
  58747. sphere: Mesh;
  58748. }
  58749. /**
  58750. * Interface for updraft event data
  58751. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58752. */
  58753. export interface PhysicsUpdraftEventData {
  58754. /**
  58755. * A cylinder used for the updraft event
  58756. */
  58757. cylinder: Mesh;
  58758. }
  58759. /**
  58760. * Interface for vortex event data
  58761. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58762. */
  58763. export interface PhysicsVortexEventData {
  58764. /**
  58765. * A cylinder used for the vortex event
  58766. */
  58767. cylinder: Mesh;
  58768. }
  58769. /**
  58770. * Interface for an affected physics impostor
  58771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58772. */
  58773. export interface PhysicsAffectedImpostorWithData {
  58774. /**
  58775. * The impostor affected by the effect
  58776. */
  58777. impostor: PhysicsImpostor;
  58778. /**
  58779. * The data about the hit/horce from the explosion
  58780. */
  58781. hitData: PhysicsHitData;
  58782. }
  58783. }
  58784. declare module "babylonjs/Physics/Plugins/index" {
  58785. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58786. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58787. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58788. }
  58789. declare module "babylonjs/Physics/index" {
  58790. export * from "babylonjs/Physics/IPhysicsEngine";
  58791. export * from "babylonjs/Physics/physicsEngine";
  58792. export * from "babylonjs/Physics/physicsEngineComponent";
  58793. export * from "babylonjs/Physics/physicsHelper";
  58794. export * from "babylonjs/Physics/physicsImpostor";
  58795. export * from "babylonjs/Physics/physicsJoint";
  58796. export * from "babylonjs/Physics/Plugins/index";
  58797. }
  58798. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  58799. /** @hidden */
  58800. export var blackAndWhitePixelShader: {
  58801. name: string;
  58802. shader: string;
  58803. };
  58804. }
  58805. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  58806. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58807. import { Camera } from "babylonjs/Cameras/camera";
  58808. import { Engine } from "babylonjs/Engines/engine";
  58809. import "babylonjs/Shaders/blackAndWhite.fragment";
  58810. /**
  58811. * Post process used to render in black and white
  58812. */
  58813. export class BlackAndWhitePostProcess extends PostProcess {
  58814. /**
  58815. * Linear about to convert he result to black and white (default: 1)
  58816. */
  58817. degree: number;
  58818. /**
  58819. * Creates a black and white post process
  58820. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  58821. * @param name The name of the effect.
  58822. * @param options The required width/height ratio to downsize to before computing the render pass.
  58823. * @param camera The camera to apply the render pass to.
  58824. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58825. * @param engine The engine which the post process will be applied. (default: current engine)
  58826. * @param reusable If the post process can be reused on the same frame. (default: false)
  58827. */
  58828. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  58829. }
  58830. }
  58831. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  58832. import { Nullable } from "babylonjs/types";
  58833. import { Camera } from "babylonjs/Cameras/camera";
  58834. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58835. import { Engine } from "babylonjs/Engines/engine";
  58836. /**
  58837. * This represents a set of one or more post processes in Babylon.
  58838. * A post process can be used to apply a shader to a texture after it is rendered.
  58839. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  58840. */
  58841. export class PostProcessRenderEffect {
  58842. private _postProcesses;
  58843. private _getPostProcesses;
  58844. private _singleInstance;
  58845. private _cameras;
  58846. private _indicesForCamera;
  58847. /**
  58848. * Name of the effect
  58849. * @hidden
  58850. */
  58851. _name: string;
  58852. /**
  58853. * Instantiates a post process render effect.
  58854. * A post process can be used to apply a shader to a texture after it is rendered.
  58855. * @param engine The engine the effect is tied to
  58856. * @param name The name of the effect
  58857. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  58858. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  58859. */
  58860. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  58861. /**
  58862. * Checks if all the post processes in the effect are supported.
  58863. */
  58864. readonly isSupported: boolean;
  58865. /**
  58866. * Updates the current state of the effect
  58867. * @hidden
  58868. */
  58869. _update(): void;
  58870. /**
  58871. * Attaches the effect on cameras
  58872. * @param cameras The camera to attach to.
  58873. * @hidden
  58874. */
  58875. _attachCameras(cameras: Camera): void;
  58876. /**
  58877. * Attaches the effect on cameras
  58878. * @param cameras The camera to attach to.
  58879. * @hidden
  58880. */
  58881. _attachCameras(cameras: Camera[]): void;
  58882. /**
  58883. * Detaches the effect on cameras
  58884. * @param cameras The camera to detatch from.
  58885. * @hidden
  58886. */
  58887. _detachCameras(cameras: Camera): void;
  58888. /**
  58889. * Detatches the effect on cameras
  58890. * @param cameras The camera to detatch from.
  58891. * @hidden
  58892. */
  58893. _detachCameras(cameras: Camera[]): void;
  58894. /**
  58895. * Enables the effect on given cameras
  58896. * @param cameras The camera to enable.
  58897. * @hidden
  58898. */
  58899. _enable(cameras: Camera): void;
  58900. /**
  58901. * Enables the effect on given cameras
  58902. * @param cameras The camera to enable.
  58903. * @hidden
  58904. */
  58905. _enable(cameras: Nullable<Camera[]>): void;
  58906. /**
  58907. * Disables the effect on the given cameras
  58908. * @param cameras The camera to disable.
  58909. * @hidden
  58910. */
  58911. _disable(cameras: Camera): void;
  58912. /**
  58913. * Disables the effect on the given cameras
  58914. * @param cameras The camera to disable.
  58915. * @hidden
  58916. */
  58917. _disable(cameras: Nullable<Camera[]>): void;
  58918. /**
  58919. * Gets a list of the post processes contained in the effect.
  58920. * @param camera The camera to get the post processes on.
  58921. * @returns The list of the post processes in the effect.
  58922. */
  58923. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  58924. }
  58925. }
  58926. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  58927. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58928. /** @hidden */
  58929. export var extractHighlightsPixelShader: {
  58930. name: string;
  58931. shader: string;
  58932. };
  58933. }
  58934. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  58935. import { Nullable } from "babylonjs/types";
  58936. import { Camera } from "babylonjs/Cameras/camera";
  58937. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58938. import { Engine } from "babylonjs/Engines/engine";
  58939. import "babylonjs/Shaders/extractHighlights.fragment";
  58940. /**
  58941. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  58942. */
  58943. export class ExtractHighlightsPostProcess extends PostProcess {
  58944. /**
  58945. * The luminance threshold, pixels below this value will be set to black.
  58946. */
  58947. threshold: number;
  58948. /** @hidden */
  58949. _exposure: number;
  58950. /**
  58951. * Post process which has the input texture to be used when performing highlight extraction
  58952. * @hidden
  58953. */
  58954. _inputPostProcess: Nullable<PostProcess>;
  58955. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58956. }
  58957. }
  58958. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  58959. /** @hidden */
  58960. export var bloomMergePixelShader: {
  58961. name: string;
  58962. shader: string;
  58963. };
  58964. }
  58965. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  58966. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  58967. import { Nullable } from "babylonjs/types";
  58968. import { Engine } from "babylonjs/Engines/engine";
  58969. import { Camera } from "babylonjs/Cameras/camera";
  58970. import "babylonjs/Shaders/bloomMerge.fragment";
  58971. /**
  58972. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  58973. */
  58974. export class BloomMergePostProcess extends PostProcess {
  58975. /** Weight of the bloom to be added to the original input. */
  58976. weight: number;
  58977. /**
  58978. * Creates a new instance of @see BloomMergePostProcess
  58979. * @param name The name of the effect.
  58980. * @param originalFromInput Post process which's input will be used for the merge.
  58981. * @param blurred Blurred highlights post process which's output will be used.
  58982. * @param weight Weight of the bloom to be added to the original input.
  58983. * @param options The required width/height ratio to downsize to before computing the render pass.
  58984. * @param camera The camera to apply the render pass to.
  58985. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  58986. * @param engine The engine which the post process will be applied. (default: current engine)
  58987. * @param reusable If the post process can be reused on the same frame. (default: false)
  58988. * @param textureType Type of textures used when performing the post process. (default: 0)
  58989. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  58990. */
  58991. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  58992. /** Weight of the bloom to be added to the original input. */
  58993. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  58994. }
  58995. }
  58996. declare module "babylonjs/PostProcesses/bloomEffect" {
  58997. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  58998. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  58999. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59000. import { Camera } from "babylonjs/Cameras/camera";
  59001. import { Scene } from "babylonjs/scene";
  59002. /**
  59003. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59004. */
  59005. export class BloomEffect extends PostProcessRenderEffect {
  59006. private bloomScale;
  59007. /**
  59008. * @hidden Internal
  59009. */
  59010. _effects: Array<PostProcess>;
  59011. /**
  59012. * @hidden Internal
  59013. */
  59014. _downscale: ExtractHighlightsPostProcess;
  59015. private _blurX;
  59016. private _blurY;
  59017. private _merge;
  59018. /**
  59019. * The luminance threshold to find bright areas of the image to bloom.
  59020. */
  59021. threshold: number;
  59022. /**
  59023. * The strength of the bloom.
  59024. */
  59025. weight: number;
  59026. /**
  59027. * Specifies the size of the bloom blur kernel, relative to the final output size
  59028. */
  59029. kernel: number;
  59030. /**
  59031. * Creates a new instance of @see BloomEffect
  59032. * @param scene The scene the effect belongs to.
  59033. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59034. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59035. * @param bloomWeight The the strength of bloom.
  59036. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59037. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59038. */
  59039. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59040. /**
  59041. * Disposes each of the internal effects for a given camera.
  59042. * @param camera The camera to dispose the effect on.
  59043. */
  59044. disposeEffects(camera: Camera): void;
  59045. /**
  59046. * @hidden Internal
  59047. */
  59048. _updateEffects(): void;
  59049. /**
  59050. * Internal
  59051. * @returns if all the contained post processes are ready.
  59052. * @hidden
  59053. */
  59054. _isReady(): boolean;
  59055. }
  59056. }
  59057. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59058. /** @hidden */
  59059. export var chromaticAberrationPixelShader: {
  59060. name: string;
  59061. shader: string;
  59062. };
  59063. }
  59064. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59065. import { Vector2 } from "babylonjs/Maths/math.vector";
  59066. import { Nullable } from "babylonjs/types";
  59067. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59068. import { Camera } from "babylonjs/Cameras/camera";
  59069. import { Engine } from "babylonjs/Engines/engine";
  59070. import "babylonjs/Shaders/chromaticAberration.fragment";
  59071. /**
  59072. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59073. */
  59074. export class ChromaticAberrationPostProcess extends PostProcess {
  59075. /**
  59076. * The amount of seperation of rgb channels (default: 30)
  59077. */
  59078. aberrationAmount: number;
  59079. /**
  59080. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59081. */
  59082. radialIntensity: number;
  59083. /**
  59084. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  59085. */
  59086. direction: Vector2;
  59087. /**
  59088. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  59089. */
  59090. centerPosition: Vector2;
  59091. /**
  59092. * Creates a new instance ChromaticAberrationPostProcess
  59093. * @param name The name of the effect.
  59094. * @param screenWidth The width of the screen to apply the effect on.
  59095. * @param screenHeight The height of the screen to apply the effect on.
  59096. * @param options The required width/height ratio to downsize to before computing the render pass.
  59097. * @param camera The camera to apply the render pass to.
  59098. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59099. * @param engine The engine which the post process will be applied. (default: current engine)
  59100. * @param reusable If the post process can be reused on the same frame. (default: false)
  59101. * @param textureType Type of textures used when performing the post process. (default: 0)
  59102. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59103. */
  59104. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59105. }
  59106. }
  59107. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59108. /** @hidden */
  59109. export var circleOfConfusionPixelShader: {
  59110. name: string;
  59111. shader: string;
  59112. };
  59113. }
  59114. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59115. import { Nullable } from "babylonjs/types";
  59116. import { Engine } from "babylonjs/Engines/engine";
  59117. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59118. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59119. import { Camera } from "babylonjs/Cameras/camera";
  59120. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59121. /**
  59122. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59123. */
  59124. export class CircleOfConfusionPostProcess extends PostProcess {
  59125. /**
  59126. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59127. */
  59128. lensSize: number;
  59129. /**
  59130. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59131. */
  59132. fStop: number;
  59133. /**
  59134. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59135. */
  59136. focusDistance: number;
  59137. /**
  59138. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59139. */
  59140. focalLength: number;
  59141. private _depthTexture;
  59142. /**
  59143. * Creates a new instance CircleOfConfusionPostProcess
  59144. * @param name The name of the effect.
  59145. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  59146. * @param options The required width/height ratio to downsize to before computing the render pass.
  59147. * @param camera The camera to apply the render pass to.
  59148. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59149. * @param engine The engine which the post process will be applied. (default: current engine)
  59150. * @param reusable If the post process can be reused on the same frame. (default: false)
  59151. * @param textureType Type of textures used when performing the post process. (default: 0)
  59152. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59153. */
  59154. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59155. /**
  59156. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59157. */
  59158. depthTexture: RenderTargetTexture;
  59159. }
  59160. }
  59161. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59162. /** @hidden */
  59163. export var colorCorrectionPixelShader: {
  59164. name: string;
  59165. shader: string;
  59166. };
  59167. }
  59168. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59169. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59170. import { Engine } from "babylonjs/Engines/engine";
  59171. import { Camera } from "babylonjs/Cameras/camera";
  59172. import "babylonjs/Shaders/colorCorrection.fragment";
  59173. /**
  59174. *
  59175. * This post-process allows the modification of rendered colors by using
  59176. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59177. *
  59178. * The object needs to be provided an url to a texture containing the color
  59179. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59180. * Use an image editing software to tweak the LUT to match your needs.
  59181. *
  59182. * For an example of a color LUT, see here:
  59183. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59184. * For explanations on color grading, see here:
  59185. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59186. *
  59187. */
  59188. export class ColorCorrectionPostProcess extends PostProcess {
  59189. private _colorTableTexture;
  59190. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59191. }
  59192. }
  59193. declare module "babylonjs/Shaders/convolution.fragment" {
  59194. /** @hidden */
  59195. export var convolutionPixelShader: {
  59196. name: string;
  59197. shader: string;
  59198. };
  59199. }
  59200. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59201. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59202. import { Nullable } from "babylonjs/types";
  59203. import { Camera } from "babylonjs/Cameras/camera";
  59204. import { Engine } from "babylonjs/Engines/engine";
  59205. import "babylonjs/Shaders/convolution.fragment";
  59206. /**
  59207. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59208. * input texture to perform effects such as edge detection or sharpening
  59209. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59210. */
  59211. export class ConvolutionPostProcess extends PostProcess {
  59212. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59213. kernel: number[];
  59214. /**
  59215. * Creates a new instance ConvolutionPostProcess
  59216. * @param name The name of the effect.
  59217. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59218. * @param options The required width/height ratio to downsize to before computing the render pass.
  59219. * @param camera The camera to apply the render pass to.
  59220. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59221. * @param engine The engine which the post process will be applied. (default: current engine)
  59222. * @param reusable If the post process can be reused on the same frame. (default: false)
  59223. * @param textureType Type of textures used when performing the post process. (default: 0)
  59224. */
  59225. constructor(name: string,
  59226. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59227. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59228. /**
  59229. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59230. */
  59231. static EdgeDetect0Kernel: number[];
  59232. /**
  59233. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59234. */
  59235. static EdgeDetect1Kernel: number[];
  59236. /**
  59237. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59238. */
  59239. static EdgeDetect2Kernel: number[];
  59240. /**
  59241. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59242. */
  59243. static SharpenKernel: number[];
  59244. /**
  59245. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59246. */
  59247. static EmbossKernel: number[];
  59248. /**
  59249. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59250. */
  59251. static GaussianKernel: number[];
  59252. }
  59253. }
  59254. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59255. import { Nullable } from "babylonjs/types";
  59256. import { Vector2 } from "babylonjs/Maths/math.vector";
  59257. import { Camera } from "babylonjs/Cameras/camera";
  59258. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59259. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59260. import { Engine } from "babylonjs/Engines/engine";
  59261. import { Scene } from "babylonjs/scene";
  59262. /**
  59263. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59264. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59265. * based on samples that have a large difference in distance than the center pixel.
  59266. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59267. */
  59268. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59269. direction: Vector2;
  59270. /**
  59271. * Creates a new instance CircleOfConfusionPostProcess
  59272. * @param name The name of the effect.
  59273. * @param scene The scene the effect belongs to.
  59274. * @param direction The direction the blur should be applied.
  59275. * @param kernel The size of the kernel used to blur.
  59276. * @param options The required width/height ratio to downsize to before computing the render pass.
  59277. * @param camera The camera to apply the render pass to.
  59278. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59279. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59281. * @param engine The engine which the post process will be applied. (default: current engine)
  59282. * @param reusable If the post process can be reused on the same frame. (default: false)
  59283. * @param textureType Type of textures used when performing the post process. (default: 0)
  59284. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59285. */
  59286. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59287. }
  59288. }
  59289. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59290. /** @hidden */
  59291. export var depthOfFieldMergePixelShader: {
  59292. name: string;
  59293. shader: string;
  59294. };
  59295. }
  59296. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59297. import { Nullable } from "babylonjs/types";
  59298. import { Camera } from "babylonjs/Cameras/camera";
  59299. import { Effect } from "babylonjs/Materials/effect";
  59300. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59301. import { Engine } from "babylonjs/Engines/engine";
  59302. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59303. /**
  59304. * Options to be set when merging outputs from the default pipeline.
  59305. */
  59306. export class DepthOfFieldMergePostProcessOptions {
  59307. /**
  59308. * The original image to merge on top of
  59309. */
  59310. originalFromInput: PostProcess;
  59311. /**
  59312. * Parameters to perform the merge of the depth of field effect
  59313. */
  59314. depthOfField?: {
  59315. circleOfConfusion: PostProcess;
  59316. blurSteps: Array<PostProcess>;
  59317. };
  59318. /**
  59319. * Parameters to perform the merge of bloom effect
  59320. */
  59321. bloom?: {
  59322. blurred: PostProcess;
  59323. weight: number;
  59324. };
  59325. }
  59326. /**
  59327. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59328. */
  59329. export class DepthOfFieldMergePostProcess extends PostProcess {
  59330. private blurSteps;
  59331. /**
  59332. * Creates a new instance of DepthOfFieldMergePostProcess
  59333. * @param name The name of the effect.
  59334. * @param originalFromInput Post process which's input will be used for the merge.
  59335. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59336. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59337. * @param options The required width/height ratio to downsize to before computing the render pass.
  59338. * @param camera The camera to apply the render pass to.
  59339. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59340. * @param engine The engine which the post process will be applied. (default: current engine)
  59341. * @param reusable If the post process can be reused on the same frame. (default: false)
  59342. * @param textureType Type of textures used when performing the post process. (default: 0)
  59343. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59344. */
  59345. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59346. /**
  59347. * Updates the effect with the current post process compile time values and recompiles the shader.
  59348. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59349. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59350. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59351. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  59352. * @param onCompiled Called when the shader has been compiled.
  59353. * @param onError Called if there is an error when compiling a shader.
  59354. */
  59355. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59356. }
  59357. }
  59358. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59359. import { Nullable } from "babylonjs/types";
  59360. import { Camera } from "babylonjs/Cameras/camera";
  59361. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59362. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59363. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59364. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59365. import { Scene } from "babylonjs/scene";
  59366. /**
  59367. * Specifies the level of max blur that should be applied when using the depth of field effect
  59368. */
  59369. export enum DepthOfFieldEffectBlurLevel {
  59370. /**
  59371. * Subtle blur
  59372. */
  59373. Low = 0,
  59374. /**
  59375. * Medium blur
  59376. */
  59377. Medium = 1,
  59378. /**
  59379. * Large blur
  59380. */
  59381. High = 2
  59382. }
  59383. /**
  59384. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59385. */
  59386. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59387. private _circleOfConfusion;
  59388. /**
  59389. * @hidden Internal, blurs from high to low
  59390. */
  59391. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59392. private _depthOfFieldBlurY;
  59393. private _dofMerge;
  59394. /**
  59395. * @hidden Internal post processes in depth of field effect
  59396. */
  59397. _effects: Array<PostProcess>;
  59398. /**
  59399. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59400. */
  59401. focalLength: number;
  59402. /**
  59403. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59404. */
  59405. fStop: number;
  59406. /**
  59407. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59408. */
  59409. focusDistance: number;
  59410. /**
  59411. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59412. */
  59413. lensSize: number;
  59414. /**
  59415. * Creates a new instance DepthOfFieldEffect
  59416. * @param scene The scene the effect belongs to.
  59417. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  59418. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59419. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59420. */
  59421. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59422. /**
  59423. * Get the current class name of the current effet
  59424. * @returns "DepthOfFieldEffect"
  59425. */
  59426. getClassName(): string;
  59427. /**
  59428. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59429. */
  59430. depthTexture: RenderTargetTexture;
  59431. /**
  59432. * Disposes each of the internal effects for a given camera.
  59433. * @param camera The camera to dispose the effect on.
  59434. */
  59435. disposeEffects(camera: Camera): void;
  59436. /**
  59437. * @hidden Internal
  59438. */
  59439. _updateEffects(): void;
  59440. /**
  59441. * Internal
  59442. * @returns if all the contained post processes are ready.
  59443. * @hidden
  59444. */
  59445. _isReady(): boolean;
  59446. }
  59447. }
  59448. declare module "babylonjs/Shaders/displayPass.fragment" {
  59449. /** @hidden */
  59450. export var displayPassPixelShader: {
  59451. name: string;
  59452. shader: string;
  59453. };
  59454. }
  59455. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59456. import { Nullable } from "babylonjs/types";
  59457. import { Camera } from "babylonjs/Cameras/camera";
  59458. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59459. import { Engine } from "babylonjs/Engines/engine";
  59460. import "babylonjs/Shaders/displayPass.fragment";
  59461. /**
  59462. * DisplayPassPostProcess which produces an output the same as it's input
  59463. */
  59464. export class DisplayPassPostProcess extends PostProcess {
  59465. /**
  59466. * Creates the DisplayPassPostProcess
  59467. * @param name The name of the effect.
  59468. * @param options The required width/height ratio to downsize to before computing the render pass.
  59469. * @param camera The camera to apply the render pass to.
  59470. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59471. * @param engine The engine which the post process will be applied. (default: current engine)
  59472. * @param reusable If the post process can be reused on the same frame. (default: false)
  59473. */
  59474. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59475. }
  59476. }
  59477. declare module "babylonjs/Shaders/filter.fragment" {
  59478. /** @hidden */
  59479. export var filterPixelShader: {
  59480. name: string;
  59481. shader: string;
  59482. };
  59483. }
  59484. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59485. import { Nullable } from "babylonjs/types";
  59486. import { Matrix } from "babylonjs/Maths/math.vector";
  59487. import { Camera } from "babylonjs/Cameras/camera";
  59488. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59489. import { Engine } from "babylonjs/Engines/engine";
  59490. import "babylonjs/Shaders/filter.fragment";
  59491. /**
  59492. * Applies a kernel filter to the image
  59493. */
  59494. export class FilterPostProcess extends PostProcess {
  59495. /** The matrix to be applied to the image */
  59496. kernelMatrix: Matrix;
  59497. /**
  59498. *
  59499. * @param name The name of the effect.
  59500. * @param kernelMatrix The matrix to be applied to the image
  59501. * @param options The required width/height ratio to downsize to before computing the render pass.
  59502. * @param camera The camera to apply the render pass to.
  59503. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59504. * @param engine The engine which the post process will be applied. (default: current engine)
  59505. * @param reusable If the post process can be reused on the same frame. (default: false)
  59506. */
  59507. constructor(name: string,
  59508. /** The matrix to be applied to the image */
  59509. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59510. }
  59511. }
  59512. declare module "babylonjs/Shaders/fxaa.fragment" {
  59513. /** @hidden */
  59514. export var fxaaPixelShader: {
  59515. name: string;
  59516. shader: string;
  59517. };
  59518. }
  59519. declare module "babylonjs/Shaders/fxaa.vertex" {
  59520. /** @hidden */
  59521. export var fxaaVertexShader: {
  59522. name: string;
  59523. shader: string;
  59524. };
  59525. }
  59526. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59527. import { Nullable } from "babylonjs/types";
  59528. import { Camera } from "babylonjs/Cameras/camera";
  59529. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59530. import { Engine } from "babylonjs/Engines/engine";
  59531. import "babylonjs/Shaders/fxaa.fragment";
  59532. import "babylonjs/Shaders/fxaa.vertex";
  59533. /**
  59534. * Fxaa post process
  59535. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59536. */
  59537. export class FxaaPostProcess extends PostProcess {
  59538. /** @hidden */
  59539. texelWidth: number;
  59540. /** @hidden */
  59541. texelHeight: number;
  59542. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59543. private _getDefines;
  59544. }
  59545. }
  59546. declare module "babylonjs/Shaders/grain.fragment" {
  59547. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59548. /** @hidden */
  59549. export var grainPixelShader: {
  59550. name: string;
  59551. shader: string;
  59552. };
  59553. }
  59554. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59555. import { Nullable } from "babylonjs/types";
  59556. import { Camera } from "babylonjs/Cameras/camera";
  59557. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59558. import { Engine } from "babylonjs/Engines/engine";
  59559. import "babylonjs/Shaders/grain.fragment";
  59560. /**
  59561. * The GrainPostProcess adds noise to the image at mid luminance levels
  59562. */
  59563. export class GrainPostProcess extends PostProcess {
  59564. /**
  59565. * The intensity of the grain added (default: 30)
  59566. */
  59567. intensity: number;
  59568. /**
  59569. * If the grain should be randomized on every frame
  59570. */
  59571. animated: boolean;
  59572. /**
  59573. * Creates a new instance of @see GrainPostProcess
  59574. * @param name The name of the effect.
  59575. * @param options The required width/height ratio to downsize to before computing the render pass.
  59576. * @param camera The camera to apply the render pass to.
  59577. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59578. * @param engine The engine which the post process will be applied. (default: current engine)
  59579. * @param reusable If the post process can be reused on the same frame. (default: false)
  59580. * @param textureType Type of textures used when performing the post process. (default: 0)
  59581. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59582. */
  59583. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59584. }
  59585. }
  59586. declare module "babylonjs/Shaders/highlights.fragment" {
  59587. /** @hidden */
  59588. export var highlightsPixelShader: {
  59589. name: string;
  59590. shader: string;
  59591. };
  59592. }
  59593. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59594. import { Nullable } from "babylonjs/types";
  59595. import { Camera } from "babylonjs/Cameras/camera";
  59596. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59597. import { Engine } from "babylonjs/Engines/engine";
  59598. import "babylonjs/Shaders/highlights.fragment";
  59599. /**
  59600. * Extracts highlights from the image
  59601. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59602. */
  59603. export class HighlightsPostProcess extends PostProcess {
  59604. /**
  59605. * Extracts highlights from the image
  59606. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59607. * @param name The name of the effect.
  59608. * @param options The required width/height ratio to downsize to before computing the render pass.
  59609. * @param camera The camera to apply the render pass to.
  59610. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59611. * @param engine The engine which the post process will be applied. (default: current engine)
  59612. * @param reusable If the post process can be reused on the same frame. (default: false)
  59613. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59614. */
  59615. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59616. }
  59617. }
  59618. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59619. /** @hidden */
  59620. export var mrtFragmentDeclaration: {
  59621. name: string;
  59622. shader: string;
  59623. };
  59624. }
  59625. declare module "babylonjs/Shaders/geometry.fragment" {
  59626. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59627. /** @hidden */
  59628. export var geometryPixelShader: {
  59629. name: string;
  59630. shader: string;
  59631. };
  59632. }
  59633. declare module "babylonjs/Shaders/geometry.vertex" {
  59634. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59635. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59636. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59637. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59638. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59639. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59640. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59641. /** @hidden */
  59642. export var geometryVertexShader: {
  59643. name: string;
  59644. shader: string;
  59645. };
  59646. }
  59647. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59648. import { Matrix } from "babylonjs/Maths/math.vector";
  59649. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59650. import { Mesh } from "babylonjs/Meshes/mesh";
  59651. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59652. import { Effect } from "babylonjs/Materials/effect";
  59653. import { Scene } from "babylonjs/scene";
  59654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59655. import "babylonjs/Shaders/geometry.fragment";
  59656. import "babylonjs/Shaders/geometry.vertex";
  59657. /** @hidden */
  59658. interface ISavedTransformationMatrix {
  59659. world: Matrix;
  59660. viewProjection: Matrix;
  59661. }
  59662. /**
  59663. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59664. */
  59665. export class GeometryBufferRenderer {
  59666. /**
  59667. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59668. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59669. */
  59670. static readonly POSITION_TEXTURE_TYPE: number;
  59671. /**
  59672. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59673. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59674. */
  59675. static readonly VELOCITY_TEXTURE_TYPE: number;
  59676. /**
  59677. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59678. * in order to compute objects velocities when enableVelocity is set to "true"
  59679. * @hidden
  59680. */
  59681. _previousTransformationMatrices: {
  59682. [index: number]: ISavedTransformationMatrix;
  59683. };
  59684. /**
  59685. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59686. * in order to compute objects velocities when enableVelocity is set to "true"
  59687. * @hidden
  59688. */
  59689. _previousBonesTransformationMatrices: {
  59690. [index: number]: Float32Array;
  59691. };
  59692. /**
  59693. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59694. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59695. */
  59696. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59697. private _scene;
  59698. private _multiRenderTarget;
  59699. private _ratio;
  59700. private _enablePosition;
  59701. private _enableVelocity;
  59702. private _positionIndex;
  59703. private _velocityIndex;
  59704. protected _effect: Effect;
  59705. protected _cachedDefines: string;
  59706. /**
  59707. * Set the render list (meshes to be rendered) used in the G buffer.
  59708. */
  59709. renderList: Mesh[];
  59710. /**
  59711. * Gets wether or not G buffer are supported by the running hardware.
  59712. * This requires draw buffer supports
  59713. */
  59714. readonly isSupported: boolean;
  59715. /**
  59716. * Returns the index of the given texture type in the G-Buffer textures array
  59717. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59718. * @returns the index of the given texture type in the G-Buffer textures array
  59719. */
  59720. getTextureIndex(textureType: number): number;
  59721. /**
  59722. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59723. */
  59724. /**
  59725. * Sets whether or not objects positions are enabled for the G buffer.
  59726. */
  59727. enablePosition: boolean;
  59728. /**
  59729. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59730. */
  59731. /**
  59732. * Sets wether or not objects velocities are enabled for the G buffer.
  59733. */
  59734. enableVelocity: boolean;
  59735. /**
  59736. * Gets the scene associated with the buffer.
  59737. */
  59738. readonly scene: Scene;
  59739. /**
  59740. * Gets the ratio used by the buffer during its creation.
  59741. * How big is the buffer related to the main canvas.
  59742. */
  59743. readonly ratio: number;
  59744. /** @hidden */
  59745. static _SceneComponentInitialization: (scene: Scene) => void;
  59746. /**
  59747. * Creates a new G Buffer for the scene
  59748. * @param scene The scene the buffer belongs to
  59749. * @param ratio How big is the buffer related to the main canvas.
  59750. */
  59751. constructor(scene: Scene, ratio?: number);
  59752. /**
  59753. * Checks wether everything is ready to render a submesh to the G buffer.
  59754. * @param subMesh the submesh to check readiness for
  59755. * @param useInstances is the mesh drawn using instance or not
  59756. * @returns true if ready otherwise false
  59757. */
  59758. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59759. /**
  59760. * Gets the current underlying G Buffer.
  59761. * @returns the buffer
  59762. */
  59763. getGBuffer(): MultiRenderTarget;
  59764. /**
  59765. * Gets the number of samples used to render the buffer (anti aliasing).
  59766. */
  59767. /**
  59768. * Sets the number of samples used to render the buffer (anti aliasing).
  59769. */
  59770. samples: number;
  59771. /**
  59772. * Disposes the renderer and frees up associated resources.
  59773. */
  59774. dispose(): void;
  59775. protected _createRenderTargets(): void;
  59776. private _copyBonesTransformationMatrices;
  59777. }
  59778. }
  59779. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59780. import { Nullable } from "babylonjs/types";
  59781. import { Scene } from "babylonjs/scene";
  59782. import { ISceneComponent } from "babylonjs/sceneComponent";
  59783. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59784. module "babylonjs/scene" {
  59785. interface Scene {
  59786. /** @hidden (Backing field) */
  59787. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59788. /**
  59789. * Gets or Sets the current geometry buffer associated to the scene.
  59790. */
  59791. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59792. /**
  59793. * Enables a GeometryBufferRender and associates it with the scene
  59794. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59795. * @returns the GeometryBufferRenderer
  59796. */
  59797. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  59798. /**
  59799. * Disables the GeometryBufferRender associated with the scene
  59800. */
  59801. disableGeometryBufferRenderer(): void;
  59802. }
  59803. }
  59804. /**
  59805. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  59806. * in several rendering techniques.
  59807. */
  59808. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  59809. /**
  59810. * The component name helpful to identify the component in the list of scene components.
  59811. */
  59812. readonly name: string;
  59813. /**
  59814. * The scene the component belongs to.
  59815. */
  59816. scene: Scene;
  59817. /**
  59818. * Creates a new instance of the component for the given scene
  59819. * @param scene Defines the scene to register the component in
  59820. */
  59821. constructor(scene: Scene);
  59822. /**
  59823. * Registers the component in a given scene
  59824. */
  59825. register(): void;
  59826. /**
  59827. * Rebuilds the elements related to this component in case of
  59828. * context lost for instance.
  59829. */
  59830. rebuild(): void;
  59831. /**
  59832. * Disposes the component and the associated ressources
  59833. */
  59834. dispose(): void;
  59835. private _gatherRenderTargets;
  59836. }
  59837. }
  59838. declare module "babylonjs/Shaders/motionBlur.fragment" {
  59839. /** @hidden */
  59840. export var motionBlurPixelShader: {
  59841. name: string;
  59842. shader: string;
  59843. };
  59844. }
  59845. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  59846. import { Nullable } from "babylonjs/types";
  59847. import { Camera } from "babylonjs/Cameras/camera";
  59848. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59849. import { Scene } from "babylonjs/scene";
  59850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59851. import "babylonjs/Animations/animatable";
  59852. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  59853. import "babylonjs/Shaders/motionBlur.fragment";
  59854. import { Engine } from "babylonjs/Engines/engine";
  59855. /**
  59856. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  59857. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  59858. * As an example, all you have to do is to create the post-process:
  59859. * var mb = new BABYLON.MotionBlurPostProcess(
  59860. * 'mb', // The name of the effect.
  59861. * scene, // The scene containing the objects to blur according to their velocity.
  59862. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  59863. * camera // The camera to apply the render pass to.
  59864. * );
  59865. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  59866. */
  59867. export class MotionBlurPostProcess extends PostProcess {
  59868. /**
  59869. * Defines how much the image is blurred by the movement. Default value is equal to 1
  59870. */
  59871. motionStrength: number;
  59872. /**
  59873. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  59874. */
  59875. /**
  59876. * Sets the number of iterations to be used for motion blur quality
  59877. */
  59878. motionBlurSamples: number;
  59879. private _motionBlurSamples;
  59880. private _geometryBufferRenderer;
  59881. /**
  59882. * Creates a new instance MotionBlurPostProcess
  59883. * @param name The name of the effect.
  59884. * @param scene The scene containing the objects to blur according to their velocity.
  59885. * @param options The required width/height ratio to downsize to before computing the render pass.
  59886. * @param camera The camera to apply the render pass to.
  59887. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59888. * @param engine The engine which the post process will be applied. (default: current engine)
  59889. * @param reusable If the post process can be reused on the same frame. (default: false)
  59890. * @param textureType Type of textures used when performing the post process. (default: 0)
  59891. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59892. */
  59893. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59894. /**
  59895. * Excludes the given skinned mesh from computing bones velocities.
  59896. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  59897. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  59898. */
  59899. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59900. /**
  59901. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  59902. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  59903. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  59904. */
  59905. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  59906. /**
  59907. * Disposes the post process.
  59908. * @param camera The camera to dispose the post process on.
  59909. */
  59910. dispose(camera?: Camera): void;
  59911. }
  59912. }
  59913. declare module "babylonjs/Shaders/refraction.fragment" {
  59914. /** @hidden */
  59915. export var refractionPixelShader: {
  59916. name: string;
  59917. shader: string;
  59918. };
  59919. }
  59920. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  59921. import { Color3 } from "babylonjs/Maths/math.color";
  59922. import { Camera } from "babylonjs/Cameras/camera";
  59923. import { Texture } from "babylonjs/Materials/Textures/texture";
  59924. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59925. import { Engine } from "babylonjs/Engines/engine";
  59926. import "babylonjs/Shaders/refraction.fragment";
  59927. /**
  59928. * Post process which applies a refractin texture
  59929. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59930. */
  59931. export class RefractionPostProcess extends PostProcess {
  59932. /** the base color of the refraction (used to taint the rendering) */
  59933. color: Color3;
  59934. /** simulated refraction depth */
  59935. depth: number;
  59936. /** the coefficient of the base color (0 to remove base color tainting) */
  59937. colorLevel: number;
  59938. private _refTexture;
  59939. private _ownRefractionTexture;
  59940. /**
  59941. * Gets or sets the refraction texture
  59942. * Please note that you are responsible for disposing the texture if you set it manually
  59943. */
  59944. refractionTexture: Texture;
  59945. /**
  59946. * Initializes the RefractionPostProcess
  59947. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  59948. * @param name The name of the effect.
  59949. * @param refractionTextureUrl Url of the refraction texture to use
  59950. * @param color the base color of the refraction (used to taint the rendering)
  59951. * @param depth simulated refraction depth
  59952. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  59953. * @param camera The camera to apply the render pass to.
  59954. * @param options The required width/height ratio to downsize to before computing the render pass.
  59955. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59956. * @param engine The engine which the post process will be applied. (default: current engine)
  59957. * @param reusable If the post process can be reused on the same frame. (default: false)
  59958. */
  59959. constructor(name: string, refractionTextureUrl: string,
  59960. /** the base color of the refraction (used to taint the rendering) */
  59961. color: Color3,
  59962. /** simulated refraction depth */
  59963. depth: number,
  59964. /** the coefficient of the base color (0 to remove base color tainting) */
  59965. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59966. /**
  59967. * Disposes of the post process
  59968. * @param camera Camera to dispose post process on
  59969. */
  59970. dispose(camera: Camera): void;
  59971. }
  59972. }
  59973. declare module "babylonjs/Shaders/sharpen.fragment" {
  59974. /** @hidden */
  59975. export var sharpenPixelShader: {
  59976. name: string;
  59977. shader: string;
  59978. };
  59979. }
  59980. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  59981. import { Nullable } from "babylonjs/types";
  59982. import { Camera } from "babylonjs/Cameras/camera";
  59983. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59984. import "babylonjs/Shaders/sharpen.fragment";
  59985. import { Engine } from "babylonjs/Engines/engine";
  59986. /**
  59987. * The SharpenPostProcess applies a sharpen kernel to every pixel
  59988. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59989. */
  59990. export class SharpenPostProcess extends PostProcess {
  59991. /**
  59992. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  59993. */
  59994. colorAmount: number;
  59995. /**
  59996. * How much sharpness should be applied (default: 0.3)
  59997. */
  59998. edgeAmount: number;
  59999. /**
  60000. * Creates a new instance ConvolutionPostProcess
  60001. * @param name The name of the effect.
  60002. * @param options The required width/height ratio to downsize to before computing the render pass.
  60003. * @param camera The camera to apply the render pass to.
  60004. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60005. * @param engine The engine which the post process will be applied. (default: current engine)
  60006. * @param reusable If the post process can be reused on the same frame. (default: false)
  60007. * @param textureType Type of textures used when performing the post process. (default: 0)
  60008. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60009. */
  60010. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60011. }
  60012. }
  60013. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60014. import { Nullable } from "babylonjs/types";
  60015. import { Camera } from "babylonjs/Cameras/camera";
  60016. import { Engine } from "babylonjs/Engines/engine";
  60017. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60018. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60019. /**
  60020. * PostProcessRenderPipeline
  60021. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60022. */
  60023. export class PostProcessRenderPipeline {
  60024. private engine;
  60025. private _renderEffects;
  60026. private _renderEffectsForIsolatedPass;
  60027. /**
  60028. * List of inspectable custom properties (used by the Inspector)
  60029. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60030. */
  60031. inspectableCustomProperties: IInspectable[];
  60032. /**
  60033. * @hidden
  60034. */
  60035. protected _cameras: Camera[];
  60036. /** @hidden */
  60037. _name: string;
  60038. /**
  60039. * Gets pipeline name
  60040. */
  60041. readonly name: string;
  60042. /**
  60043. * Initializes a PostProcessRenderPipeline
  60044. * @param engine engine to add the pipeline to
  60045. * @param name name of the pipeline
  60046. */
  60047. constructor(engine: Engine, name: string);
  60048. /**
  60049. * Gets the class name
  60050. * @returns "PostProcessRenderPipeline"
  60051. */
  60052. getClassName(): string;
  60053. /**
  60054. * If all the render effects in the pipeline are supported
  60055. */
  60056. readonly isSupported: boolean;
  60057. /**
  60058. * Adds an effect to the pipeline
  60059. * @param renderEffect the effect to add
  60060. */
  60061. addEffect(renderEffect: PostProcessRenderEffect): void;
  60062. /** @hidden */
  60063. _rebuild(): void;
  60064. /** @hidden */
  60065. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60066. /** @hidden */
  60067. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60068. /** @hidden */
  60069. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60070. /** @hidden */
  60071. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60072. /** @hidden */
  60073. _attachCameras(cameras: Camera, unique: boolean): void;
  60074. /** @hidden */
  60075. _attachCameras(cameras: Camera[], unique: boolean): void;
  60076. /** @hidden */
  60077. _detachCameras(cameras: Camera): void;
  60078. /** @hidden */
  60079. _detachCameras(cameras: Nullable<Camera[]>): void;
  60080. /** @hidden */
  60081. _update(): void;
  60082. /** @hidden */
  60083. _reset(): void;
  60084. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60085. /**
  60086. * Disposes of the pipeline
  60087. */
  60088. dispose(): void;
  60089. }
  60090. }
  60091. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60092. import { Camera } from "babylonjs/Cameras/camera";
  60093. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60094. /**
  60095. * PostProcessRenderPipelineManager class
  60096. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60097. */
  60098. export class PostProcessRenderPipelineManager {
  60099. private _renderPipelines;
  60100. /**
  60101. * Initializes a PostProcessRenderPipelineManager
  60102. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60103. */
  60104. constructor();
  60105. /**
  60106. * Gets the list of supported render pipelines
  60107. */
  60108. readonly supportedPipelines: PostProcessRenderPipeline[];
  60109. /**
  60110. * Adds a pipeline to the manager
  60111. * @param renderPipeline The pipeline to add
  60112. */
  60113. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60114. /**
  60115. * Attaches a camera to the pipeline
  60116. * @param renderPipelineName The name of the pipeline to attach to
  60117. * @param cameras the camera to attach
  60118. * @param unique if the camera can be attached multiple times to the pipeline
  60119. */
  60120. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60121. /**
  60122. * Detaches a camera from the pipeline
  60123. * @param renderPipelineName The name of the pipeline to detach from
  60124. * @param cameras the camera to detach
  60125. */
  60126. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60127. /**
  60128. * Enables an effect by name on a pipeline
  60129. * @param renderPipelineName the name of the pipeline to enable the effect in
  60130. * @param renderEffectName the name of the effect to enable
  60131. * @param cameras the cameras that the effect should be enabled on
  60132. */
  60133. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60134. /**
  60135. * Disables an effect by name on a pipeline
  60136. * @param renderPipelineName the name of the pipeline to disable the effect in
  60137. * @param renderEffectName the name of the effect to disable
  60138. * @param cameras the cameras that the effect should be disabled on
  60139. */
  60140. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60141. /**
  60142. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60143. */
  60144. update(): void;
  60145. /** @hidden */
  60146. _rebuild(): void;
  60147. /**
  60148. * Disposes of the manager and pipelines
  60149. */
  60150. dispose(): void;
  60151. }
  60152. }
  60153. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60154. import { ISceneComponent } from "babylonjs/sceneComponent";
  60155. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60156. import { Scene } from "babylonjs/scene";
  60157. module "babylonjs/scene" {
  60158. interface Scene {
  60159. /** @hidden (Backing field) */
  60160. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60161. /**
  60162. * Gets the postprocess render pipeline manager
  60163. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60164. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60165. */
  60166. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60167. }
  60168. }
  60169. /**
  60170. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60171. */
  60172. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60173. /**
  60174. * The component name helpfull to identify the component in the list of scene components.
  60175. */
  60176. readonly name: string;
  60177. /**
  60178. * The scene the component belongs to.
  60179. */
  60180. scene: Scene;
  60181. /**
  60182. * Creates a new instance of the component for the given scene
  60183. * @param scene Defines the scene to register the component in
  60184. */
  60185. constructor(scene: Scene);
  60186. /**
  60187. * Registers the component in a given scene
  60188. */
  60189. register(): void;
  60190. /**
  60191. * Rebuilds the elements related to this component in case of
  60192. * context lost for instance.
  60193. */
  60194. rebuild(): void;
  60195. /**
  60196. * Disposes the component and the associated ressources
  60197. */
  60198. dispose(): void;
  60199. private _gatherRenderTargets;
  60200. }
  60201. }
  60202. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60203. import { Nullable } from "babylonjs/types";
  60204. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60205. import { Camera } from "babylonjs/Cameras/camera";
  60206. import { IDisposable } from "babylonjs/scene";
  60207. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60208. import { Scene } from "babylonjs/scene";
  60209. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60210. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60211. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60212. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60213. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60214. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60215. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60216. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60217. import { Animation } from "babylonjs/Animations/animation";
  60218. /**
  60219. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60220. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60221. */
  60222. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60223. private _scene;
  60224. private _camerasToBeAttached;
  60225. /**
  60226. * ID of the sharpen post process,
  60227. */
  60228. private readonly SharpenPostProcessId;
  60229. /**
  60230. * @ignore
  60231. * ID of the image processing post process;
  60232. */
  60233. readonly ImageProcessingPostProcessId: string;
  60234. /**
  60235. * @ignore
  60236. * ID of the Fast Approximate Anti-Aliasing post process;
  60237. */
  60238. readonly FxaaPostProcessId: string;
  60239. /**
  60240. * ID of the chromatic aberration post process,
  60241. */
  60242. private readonly ChromaticAberrationPostProcessId;
  60243. /**
  60244. * ID of the grain post process
  60245. */
  60246. private readonly GrainPostProcessId;
  60247. /**
  60248. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60249. */
  60250. sharpen: SharpenPostProcess;
  60251. private _sharpenEffect;
  60252. private bloom;
  60253. /**
  60254. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60255. */
  60256. depthOfField: DepthOfFieldEffect;
  60257. /**
  60258. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60259. */
  60260. fxaa: FxaaPostProcess;
  60261. /**
  60262. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60263. */
  60264. imageProcessing: ImageProcessingPostProcess;
  60265. /**
  60266. * Chromatic aberration post process which will shift rgb colors in the image
  60267. */
  60268. chromaticAberration: ChromaticAberrationPostProcess;
  60269. private _chromaticAberrationEffect;
  60270. /**
  60271. * Grain post process which add noise to the image
  60272. */
  60273. grain: GrainPostProcess;
  60274. private _grainEffect;
  60275. /**
  60276. * Glow post process which adds a glow to emissive areas of the image
  60277. */
  60278. private _glowLayer;
  60279. /**
  60280. * Animations which can be used to tweak settings over a period of time
  60281. */
  60282. animations: Animation[];
  60283. private _imageProcessingConfigurationObserver;
  60284. private _sharpenEnabled;
  60285. private _bloomEnabled;
  60286. private _depthOfFieldEnabled;
  60287. private _depthOfFieldBlurLevel;
  60288. private _fxaaEnabled;
  60289. private _imageProcessingEnabled;
  60290. private _defaultPipelineTextureType;
  60291. private _bloomScale;
  60292. private _chromaticAberrationEnabled;
  60293. private _grainEnabled;
  60294. private _buildAllowed;
  60295. /**
  60296. * Gets active scene
  60297. */
  60298. readonly scene: Scene;
  60299. /**
  60300. * Enable or disable the sharpen process from the pipeline
  60301. */
  60302. sharpenEnabled: boolean;
  60303. private _resizeObserver;
  60304. private _hardwareScaleLevel;
  60305. private _bloomKernel;
  60306. /**
  60307. * Specifies the size of the bloom blur kernel, relative to the final output size
  60308. */
  60309. bloomKernel: number;
  60310. /**
  60311. * Specifies the weight of the bloom in the final rendering
  60312. */
  60313. private _bloomWeight;
  60314. /**
  60315. * Specifies the luma threshold for the area that will be blurred by the bloom
  60316. */
  60317. private _bloomThreshold;
  60318. private _hdr;
  60319. /**
  60320. * The strength of the bloom.
  60321. */
  60322. bloomWeight: number;
  60323. /**
  60324. * The strength of the bloom.
  60325. */
  60326. bloomThreshold: number;
  60327. /**
  60328. * The scale of the bloom, lower value will provide better performance.
  60329. */
  60330. bloomScale: number;
  60331. /**
  60332. * Enable or disable the bloom from the pipeline
  60333. */
  60334. bloomEnabled: boolean;
  60335. private _rebuildBloom;
  60336. /**
  60337. * If the depth of field is enabled.
  60338. */
  60339. depthOfFieldEnabled: boolean;
  60340. /**
  60341. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60342. */
  60343. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60344. /**
  60345. * If the anti aliasing is enabled.
  60346. */
  60347. fxaaEnabled: boolean;
  60348. private _samples;
  60349. /**
  60350. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60351. */
  60352. samples: number;
  60353. /**
  60354. * If image processing is enabled.
  60355. */
  60356. imageProcessingEnabled: boolean;
  60357. /**
  60358. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60359. */
  60360. glowLayerEnabled: boolean;
  60361. /**
  60362. * Gets the glow layer (or null if not defined)
  60363. */
  60364. readonly glowLayer: Nullable<GlowLayer>;
  60365. /**
  60366. * Enable or disable the chromaticAberration process from the pipeline
  60367. */
  60368. chromaticAberrationEnabled: boolean;
  60369. /**
  60370. * Enable or disable the grain process from the pipeline
  60371. */
  60372. grainEnabled: boolean;
  60373. /**
  60374. * @constructor
  60375. * @param name - The rendering pipeline name (default: "")
  60376. * @param hdr - If high dynamic range textures should be used (default: true)
  60377. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60378. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60379. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60380. */
  60381. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60382. /**
  60383. * Get the class name
  60384. * @returns "DefaultRenderingPipeline"
  60385. */
  60386. getClassName(): string;
  60387. /**
  60388. * Force the compilation of the entire pipeline.
  60389. */
  60390. prepare(): void;
  60391. private _hasCleared;
  60392. private _prevPostProcess;
  60393. private _prevPrevPostProcess;
  60394. private _setAutoClearAndTextureSharing;
  60395. private _depthOfFieldSceneObserver;
  60396. private _buildPipeline;
  60397. private _disposePostProcesses;
  60398. /**
  60399. * Adds a camera to the pipeline
  60400. * @param camera the camera to be added
  60401. */
  60402. addCamera(camera: Camera): void;
  60403. /**
  60404. * Removes a camera from the pipeline
  60405. * @param camera the camera to remove
  60406. */
  60407. removeCamera(camera: Camera): void;
  60408. /**
  60409. * Dispose of the pipeline and stop all post processes
  60410. */
  60411. dispose(): void;
  60412. /**
  60413. * Serialize the rendering pipeline (Used when exporting)
  60414. * @returns the serialized object
  60415. */
  60416. serialize(): any;
  60417. /**
  60418. * Parse the serialized pipeline
  60419. * @param source Source pipeline.
  60420. * @param scene The scene to load the pipeline to.
  60421. * @param rootUrl The URL of the serialized pipeline.
  60422. * @returns An instantiated pipeline from the serialized object.
  60423. */
  60424. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60425. }
  60426. }
  60427. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60428. /** @hidden */
  60429. export var lensHighlightsPixelShader: {
  60430. name: string;
  60431. shader: string;
  60432. };
  60433. }
  60434. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60435. /** @hidden */
  60436. export var depthOfFieldPixelShader: {
  60437. name: string;
  60438. shader: string;
  60439. };
  60440. }
  60441. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60442. import { Camera } from "babylonjs/Cameras/camera";
  60443. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60444. import { Scene } from "babylonjs/scene";
  60445. import "babylonjs/Shaders/chromaticAberration.fragment";
  60446. import "babylonjs/Shaders/lensHighlights.fragment";
  60447. import "babylonjs/Shaders/depthOfField.fragment";
  60448. /**
  60449. * BABYLON.JS Chromatic Aberration GLSL Shader
  60450. * Author: Olivier Guyot
  60451. * Separates very slightly R, G and B colors on the edges of the screen
  60452. * Inspired by Francois Tarlier & Martins Upitis
  60453. */
  60454. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60455. /**
  60456. * @ignore
  60457. * The chromatic aberration PostProcess id in the pipeline
  60458. */
  60459. LensChromaticAberrationEffect: string;
  60460. /**
  60461. * @ignore
  60462. * The highlights enhancing PostProcess id in the pipeline
  60463. */
  60464. HighlightsEnhancingEffect: string;
  60465. /**
  60466. * @ignore
  60467. * The depth-of-field PostProcess id in the pipeline
  60468. */
  60469. LensDepthOfFieldEffect: string;
  60470. private _scene;
  60471. private _depthTexture;
  60472. private _grainTexture;
  60473. private _chromaticAberrationPostProcess;
  60474. private _highlightsPostProcess;
  60475. private _depthOfFieldPostProcess;
  60476. private _edgeBlur;
  60477. private _grainAmount;
  60478. private _chromaticAberration;
  60479. private _distortion;
  60480. private _highlightsGain;
  60481. private _highlightsThreshold;
  60482. private _dofDistance;
  60483. private _dofAperture;
  60484. private _dofDarken;
  60485. private _dofPentagon;
  60486. private _blurNoise;
  60487. /**
  60488. * @constructor
  60489. *
  60490. * Effect parameters are as follow:
  60491. * {
  60492. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60493. * edge_blur: number; // from 0 to x (1 for realism)
  60494. * distortion: number; // from 0 to x (1 for realism)
  60495. * grain_amount: number; // from 0 to 1
  60496. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60497. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60498. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60499. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60500. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60501. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60502. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60503. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60504. * }
  60505. * Note: if an effect parameter is unset, effect is disabled
  60506. *
  60507. * @param name The rendering pipeline name
  60508. * @param parameters - An object containing all parameters (see above)
  60509. * @param scene The scene linked to this pipeline
  60510. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  60511. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60512. */
  60513. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60514. /**
  60515. * Get the class name
  60516. * @returns "LensRenderingPipeline"
  60517. */
  60518. getClassName(): string;
  60519. /**
  60520. * Gets associated scene
  60521. */
  60522. readonly scene: Scene;
  60523. /**
  60524. * Gets or sets the edge blur
  60525. */
  60526. edgeBlur: number;
  60527. /**
  60528. * Gets or sets the grain amount
  60529. */
  60530. grainAmount: number;
  60531. /**
  60532. * Gets or sets the chromatic aberration amount
  60533. */
  60534. chromaticAberration: number;
  60535. /**
  60536. * Gets or sets the depth of field aperture
  60537. */
  60538. dofAperture: number;
  60539. /**
  60540. * Gets or sets the edge distortion
  60541. */
  60542. edgeDistortion: number;
  60543. /**
  60544. * Gets or sets the depth of field distortion
  60545. */
  60546. dofDistortion: number;
  60547. /**
  60548. * Gets or sets the darken out of focus amount
  60549. */
  60550. darkenOutOfFocus: number;
  60551. /**
  60552. * Gets or sets a boolean indicating if blur noise is enabled
  60553. */
  60554. blurNoise: boolean;
  60555. /**
  60556. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60557. */
  60558. pentagonBokeh: boolean;
  60559. /**
  60560. * Gets or sets the highlight grain amount
  60561. */
  60562. highlightsGain: number;
  60563. /**
  60564. * Gets or sets the highlight threshold
  60565. */
  60566. highlightsThreshold: number;
  60567. /**
  60568. * Sets the amount of blur at the edges
  60569. * @param amount blur amount
  60570. */
  60571. setEdgeBlur(amount: number): void;
  60572. /**
  60573. * Sets edge blur to 0
  60574. */
  60575. disableEdgeBlur(): void;
  60576. /**
  60577. * Sets the amout of grain
  60578. * @param amount Amount of grain
  60579. */
  60580. setGrainAmount(amount: number): void;
  60581. /**
  60582. * Set grain amount to 0
  60583. */
  60584. disableGrain(): void;
  60585. /**
  60586. * Sets the chromatic aberration amount
  60587. * @param amount amount of chromatic aberration
  60588. */
  60589. setChromaticAberration(amount: number): void;
  60590. /**
  60591. * Sets chromatic aberration amount to 0
  60592. */
  60593. disableChromaticAberration(): void;
  60594. /**
  60595. * Sets the EdgeDistortion amount
  60596. * @param amount amount of EdgeDistortion
  60597. */
  60598. setEdgeDistortion(amount: number): void;
  60599. /**
  60600. * Sets edge distortion to 0
  60601. */
  60602. disableEdgeDistortion(): void;
  60603. /**
  60604. * Sets the FocusDistance amount
  60605. * @param amount amount of FocusDistance
  60606. */
  60607. setFocusDistance(amount: number): void;
  60608. /**
  60609. * Disables depth of field
  60610. */
  60611. disableDepthOfField(): void;
  60612. /**
  60613. * Sets the Aperture amount
  60614. * @param amount amount of Aperture
  60615. */
  60616. setAperture(amount: number): void;
  60617. /**
  60618. * Sets the DarkenOutOfFocus amount
  60619. * @param amount amount of DarkenOutOfFocus
  60620. */
  60621. setDarkenOutOfFocus(amount: number): void;
  60622. private _pentagonBokehIsEnabled;
  60623. /**
  60624. * Creates a pentagon bokeh effect
  60625. */
  60626. enablePentagonBokeh(): void;
  60627. /**
  60628. * Disables the pentagon bokeh effect
  60629. */
  60630. disablePentagonBokeh(): void;
  60631. /**
  60632. * Enables noise blur
  60633. */
  60634. enableNoiseBlur(): void;
  60635. /**
  60636. * Disables noise blur
  60637. */
  60638. disableNoiseBlur(): void;
  60639. /**
  60640. * Sets the HighlightsGain amount
  60641. * @param amount amount of HighlightsGain
  60642. */
  60643. setHighlightsGain(amount: number): void;
  60644. /**
  60645. * Sets the HighlightsThreshold amount
  60646. * @param amount amount of HighlightsThreshold
  60647. */
  60648. setHighlightsThreshold(amount: number): void;
  60649. /**
  60650. * Disables highlights
  60651. */
  60652. disableHighlights(): void;
  60653. /**
  60654. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60655. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60656. */
  60657. dispose(disableDepthRender?: boolean): void;
  60658. private _createChromaticAberrationPostProcess;
  60659. private _createHighlightsPostProcess;
  60660. private _createDepthOfFieldPostProcess;
  60661. private _createGrainTexture;
  60662. }
  60663. }
  60664. declare module "babylonjs/Shaders/ssao2.fragment" {
  60665. /** @hidden */
  60666. export var ssao2PixelShader: {
  60667. name: string;
  60668. shader: string;
  60669. };
  60670. }
  60671. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60672. /** @hidden */
  60673. export var ssaoCombinePixelShader: {
  60674. name: string;
  60675. shader: string;
  60676. };
  60677. }
  60678. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60679. import { Camera } from "babylonjs/Cameras/camera";
  60680. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60681. import { Scene } from "babylonjs/scene";
  60682. import "babylonjs/Shaders/ssao2.fragment";
  60683. import "babylonjs/Shaders/ssaoCombine.fragment";
  60684. /**
  60685. * Render pipeline to produce ssao effect
  60686. */
  60687. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60688. /**
  60689. * @ignore
  60690. * The PassPostProcess id in the pipeline that contains the original scene color
  60691. */
  60692. SSAOOriginalSceneColorEffect: string;
  60693. /**
  60694. * @ignore
  60695. * The SSAO PostProcess id in the pipeline
  60696. */
  60697. SSAORenderEffect: string;
  60698. /**
  60699. * @ignore
  60700. * The horizontal blur PostProcess id in the pipeline
  60701. */
  60702. SSAOBlurHRenderEffect: string;
  60703. /**
  60704. * @ignore
  60705. * The vertical blur PostProcess id in the pipeline
  60706. */
  60707. SSAOBlurVRenderEffect: string;
  60708. /**
  60709. * @ignore
  60710. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60711. */
  60712. SSAOCombineRenderEffect: string;
  60713. /**
  60714. * The output strength of the SSAO post-process. Default value is 1.0.
  60715. */
  60716. totalStrength: number;
  60717. /**
  60718. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60719. */
  60720. maxZ: number;
  60721. /**
  60722. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60723. */
  60724. minZAspect: number;
  60725. private _samples;
  60726. /**
  60727. * Number of samples used for the SSAO calculations. Default value is 8
  60728. */
  60729. samples: number;
  60730. private _textureSamples;
  60731. /**
  60732. * Number of samples to use for antialiasing
  60733. */
  60734. textureSamples: number;
  60735. /**
  60736. * Ratio object used for SSAO ratio and blur ratio
  60737. */
  60738. private _ratio;
  60739. /**
  60740. * Dynamically generated sphere sampler.
  60741. */
  60742. private _sampleSphere;
  60743. /**
  60744. * Blur filter offsets
  60745. */
  60746. private _samplerOffsets;
  60747. private _expensiveBlur;
  60748. /**
  60749. * If bilateral blur should be used
  60750. */
  60751. expensiveBlur: boolean;
  60752. /**
  60753. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60754. */
  60755. radius: number;
  60756. /**
  60757. * The base color of the SSAO post-process
  60758. * The final result is "base + ssao" between [0, 1]
  60759. */
  60760. base: number;
  60761. /**
  60762. * Support test.
  60763. */
  60764. static readonly IsSupported: boolean;
  60765. private _scene;
  60766. private _depthTexture;
  60767. private _normalTexture;
  60768. private _randomTexture;
  60769. private _originalColorPostProcess;
  60770. private _ssaoPostProcess;
  60771. private _blurHPostProcess;
  60772. private _blurVPostProcess;
  60773. private _ssaoCombinePostProcess;
  60774. private _firstUpdate;
  60775. /**
  60776. * Gets active scene
  60777. */
  60778. readonly scene: Scene;
  60779. /**
  60780. * @constructor
  60781. * @param name The rendering pipeline name
  60782. * @param scene The scene linked to this pipeline
  60783. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  60784. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60785. */
  60786. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60787. /**
  60788. * Get the class name
  60789. * @returns "SSAO2RenderingPipeline"
  60790. */
  60791. getClassName(): string;
  60792. /**
  60793. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60794. */
  60795. dispose(disableGeometryBufferRenderer?: boolean): void;
  60796. private _createBlurPostProcess;
  60797. /** @hidden */
  60798. _rebuild(): void;
  60799. private _bits;
  60800. private _radicalInverse_VdC;
  60801. private _hammersley;
  60802. private _hemisphereSample_uniform;
  60803. private _generateHemisphere;
  60804. private _createSSAOPostProcess;
  60805. private _createSSAOCombinePostProcess;
  60806. private _createRandomTexture;
  60807. /**
  60808. * Serialize the rendering pipeline (Used when exporting)
  60809. * @returns the serialized object
  60810. */
  60811. serialize(): any;
  60812. /**
  60813. * Parse the serialized pipeline
  60814. * @param source Source pipeline.
  60815. * @param scene The scene to load the pipeline to.
  60816. * @param rootUrl The URL of the serialized pipeline.
  60817. * @returns An instantiated pipeline from the serialized object.
  60818. */
  60819. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  60820. }
  60821. }
  60822. declare module "babylonjs/Shaders/ssao.fragment" {
  60823. /** @hidden */
  60824. export var ssaoPixelShader: {
  60825. name: string;
  60826. shader: string;
  60827. };
  60828. }
  60829. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  60830. import { Camera } from "babylonjs/Cameras/camera";
  60831. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60832. import { Scene } from "babylonjs/scene";
  60833. import "babylonjs/Shaders/ssao.fragment";
  60834. import "babylonjs/Shaders/ssaoCombine.fragment";
  60835. /**
  60836. * Render pipeline to produce ssao effect
  60837. */
  60838. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  60839. /**
  60840. * @ignore
  60841. * The PassPostProcess id in the pipeline that contains the original scene color
  60842. */
  60843. SSAOOriginalSceneColorEffect: string;
  60844. /**
  60845. * @ignore
  60846. * The SSAO PostProcess id in the pipeline
  60847. */
  60848. SSAORenderEffect: string;
  60849. /**
  60850. * @ignore
  60851. * The horizontal blur PostProcess id in the pipeline
  60852. */
  60853. SSAOBlurHRenderEffect: string;
  60854. /**
  60855. * @ignore
  60856. * The vertical blur PostProcess id in the pipeline
  60857. */
  60858. SSAOBlurVRenderEffect: string;
  60859. /**
  60860. * @ignore
  60861. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60862. */
  60863. SSAOCombineRenderEffect: string;
  60864. /**
  60865. * The output strength of the SSAO post-process. Default value is 1.0.
  60866. */
  60867. totalStrength: number;
  60868. /**
  60869. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  60870. */
  60871. radius: number;
  60872. /**
  60873. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  60874. * Must not be equal to fallOff and superior to fallOff.
  60875. * Default value is 0.0075
  60876. */
  60877. area: number;
  60878. /**
  60879. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  60880. * Must not be equal to area and inferior to area.
  60881. * Default value is 0.000001
  60882. */
  60883. fallOff: number;
  60884. /**
  60885. * The base color of the SSAO post-process
  60886. * The final result is "base + ssao" between [0, 1]
  60887. */
  60888. base: number;
  60889. private _scene;
  60890. private _depthTexture;
  60891. private _randomTexture;
  60892. private _originalColorPostProcess;
  60893. private _ssaoPostProcess;
  60894. private _blurHPostProcess;
  60895. private _blurVPostProcess;
  60896. private _ssaoCombinePostProcess;
  60897. private _firstUpdate;
  60898. /**
  60899. * Gets active scene
  60900. */
  60901. readonly scene: Scene;
  60902. /**
  60903. * @constructor
  60904. * @param name - The rendering pipeline name
  60905. * @param scene - The scene linked to this pipeline
  60906. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  60907. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  60908. */
  60909. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60910. /**
  60911. * Get the class name
  60912. * @returns "SSAORenderingPipeline"
  60913. */
  60914. getClassName(): string;
  60915. /**
  60916. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60917. */
  60918. dispose(disableDepthRender?: boolean): void;
  60919. private _createBlurPostProcess;
  60920. /** @hidden */
  60921. _rebuild(): void;
  60922. private _createSSAOPostProcess;
  60923. private _createSSAOCombinePostProcess;
  60924. private _createRandomTexture;
  60925. }
  60926. }
  60927. declare module "babylonjs/Shaders/standard.fragment" {
  60928. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  60929. /** @hidden */
  60930. export var standardPixelShader: {
  60931. name: string;
  60932. shader: string;
  60933. };
  60934. }
  60935. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  60936. import { Nullable } from "babylonjs/types";
  60937. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60938. import { Camera } from "babylonjs/Cameras/camera";
  60939. import { Texture } from "babylonjs/Materials/Textures/texture";
  60940. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60941. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60942. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60943. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60944. import { IDisposable } from "babylonjs/scene";
  60945. import { SpotLight } from "babylonjs/Lights/spotLight";
  60946. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  60947. import { Scene } from "babylonjs/scene";
  60948. import { Animation } from "babylonjs/Animations/animation";
  60949. import "babylonjs/Shaders/standard.fragment";
  60950. /**
  60951. * Standard rendering pipeline
  60952. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  60953. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  60954. */
  60955. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60956. /**
  60957. * Public members
  60958. */
  60959. /**
  60960. * Post-process which contains the original scene color before the pipeline applies all the effects
  60961. */
  60962. originalPostProcess: Nullable<PostProcess>;
  60963. /**
  60964. * Post-process used to down scale an image x4
  60965. */
  60966. downSampleX4PostProcess: Nullable<PostProcess>;
  60967. /**
  60968. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  60969. */
  60970. brightPassPostProcess: Nullable<PostProcess>;
  60971. /**
  60972. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  60973. */
  60974. blurHPostProcesses: PostProcess[];
  60975. /**
  60976. * Post-process array storing all the vertical blur post-processes used by the pipeline
  60977. */
  60978. blurVPostProcesses: PostProcess[];
  60979. /**
  60980. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  60981. */
  60982. textureAdderPostProcess: Nullable<PostProcess>;
  60983. /**
  60984. * Post-process used to create volumetric lighting effect
  60985. */
  60986. volumetricLightPostProcess: Nullable<PostProcess>;
  60987. /**
  60988. * Post-process used to smooth the previous volumetric light post-process on the X axis
  60989. */
  60990. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  60991. /**
  60992. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  60993. */
  60994. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  60995. /**
  60996. * Post-process used to merge the volumetric light effect and the real scene color
  60997. */
  60998. volumetricLightMergePostProces: Nullable<PostProcess>;
  60999. /**
  61000. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61001. */
  61002. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61003. /**
  61004. * Base post-process used to calculate the average luminance of the final image for HDR
  61005. */
  61006. luminancePostProcess: Nullable<PostProcess>;
  61007. /**
  61008. * Post-processes used to create down sample post-processes in order to get
  61009. * the average luminance of the final image for HDR
  61010. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61011. */
  61012. luminanceDownSamplePostProcesses: PostProcess[];
  61013. /**
  61014. * Post-process used to create a HDR effect (light adaptation)
  61015. */
  61016. hdrPostProcess: Nullable<PostProcess>;
  61017. /**
  61018. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61019. */
  61020. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61021. /**
  61022. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61023. */
  61024. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61025. /**
  61026. * Post-process used to merge the final HDR post-process and the real scene color
  61027. */
  61028. hdrFinalPostProcess: Nullable<PostProcess>;
  61029. /**
  61030. * Post-process used to create a lens flare effect
  61031. */
  61032. lensFlarePostProcess: Nullable<PostProcess>;
  61033. /**
  61034. * Post-process that merges the result of the lens flare post-process and the real scene color
  61035. */
  61036. lensFlareComposePostProcess: Nullable<PostProcess>;
  61037. /**
  61038. * Post-process used to create a motion blur effect
  61039. */
  61040. motionBlurPostProcess: Nullable<PostProcess>;
  61041. /**
  61042. * Post-process used to create a depth of field effect
  61043. */
  61044. depthOfFieldPostProcess: Nullable<PostProcess>;
  61045. /**
  61046. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61047. */
  61048. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61049. /**
  61050. * Represents the brightness threshold in order to configure the illuminated surfaces
  61051. */
  61052. brightThreshold: number;
  61053. /**
  61054. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61055. */
  61056. blurWidth: number;
  61057. /**
  61058. * Sets if the blur for highlighted surfaces must be only horizontal
  61059. */
  61060. horizontalBlur: boolean;
  61061. /**
  61062. * Gets the overall exposure used by the pipeline
  61063. */
  61064. /**
  61065. * Sets the overall exposure used by the pipeline
  61066. */
  61067. exposure: number;
  61068. /**
  61069. * Texture used typically to simulate "dirty" on camera lens
  61070. */
  61071. lensTexture: Nullable<Texture>;
  61072. /**
  61073. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61074. */
  61075. volumetricLightCoefficient: number;
  61076. /**
  61077. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61078. */
  61079. volumetricLightPower: number;
  61080. /**
  61081. * Used the set the blur intensity to smooth the volumetric lights
  61082. */
  61083. volumetricLightBlurScale: number;
  61084. /**
  61085. * Light (spot or directional) used to generate the volumetric lights rays
  61086. * The source light must have a shadow generate so the pipeline can get its
  61087. * depth map
  61088. */
  61089. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61090. /**
  61091. * For eye adaptation, represents the minimum luminance the eye can see
  61092. */
  61093. hdrMinimumLuminance: number;
  61094. /**
  61095. * For eye adaptation, represents the decrease luminance speed
  61096. */
  61097. hdrDecreaseRate: number;
  61098. /**
  61099. * For eye adaptation, represents the increase luminance speed
  61100. */
  61101. hdrIncreaseRate: number;
  61102. /**
  61103. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61104. */
  61105. /**
  61106. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61107. */
  61108. hdrAutoExposure: boolean;
  61109. /**
  61110. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61111. */
  61112. lensColorTexture: Nullable<Texture>;
  61113. /**
  61114. * The overall strengh for the lens flare effect
  61115. */
  61116. lensFlareStrength: number;
  61117. /**
  61118. * Dispersion coefficient for lens flare ghosts
  61119. */
  61120. lensFlareGhostDispersal: number;
  61121. /**
  61122. * Main lens flare halo width
  61123. */
  61124. lensFlareHaloWidth: number;
  61125. /**
  61126. * Based on the lens distortion effect, defines how much the lens flare result
  61127. * is distorted
  61128. */
  61129. lensFlareDistortionStrength: number;
  61130. /**
  61131. * Lens star texture must be used to simulate rays on the flares and is available
  61132. * in the documentation
  61133. */
  61134. lensStarTexture: Nullable<Texture>;
  61135. /**
  61136. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61137. * flare effect by taking account of the dirt texture
  61138. */
  61139. lensFlareDirtTexture: Nullable<Texture>;
  61140. /**
  61141. * Represents the focal length for the depth of field effect
  61142. */
  61143. depthOfFieldDistance: number;
  61144. /**
  61145. * Represents the blur intensity for the blurred part of the depth of field effect
  61146. */
  61147. depthOfFieldBlurWidth: number;
  61148. /**
  61149. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61150. */
  61151. /**
  61152. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61153. */
  61154. motionStrength: number;
  61155. /**
  61156. * Gets wether or not the motion blur post-process is object based or screen based.
  61157. */
  61158. /**
  61159. * Sets wether or not the motion blur post-process should be object based or screen based
  61160. */
  61161. objectBasedMotionBlur: boolean;
  61162. /**
  61163. * List of animations for the pipeline (IAnimatable implementation)
  61164. */
  61165. animations: Animation[];
  61166. /**
  61167. * Private members
  61168. */
  61169. private _scene;
  61170. private _currentDepthOfFieldSource;
  61171. private _basePostProcess;
  61172. private _fixedExposure;
  61173. private _currentExposure;
  61174. private _hdrAutoExposure;
  61175. private _hdrCurrentLuminance;
  61176. private _motionStrength;
  61177. private _isObjectBasedMotionBlur;
  61178. private _floatTextureType;
  61179. private _ratio;
  61180. private _bloomEnabled;
  61181. private _depthOfFieldEnabled;
  61182. private _vlsEnabled;
  61183. private _lensFlareEnabled;
  61184. private _hdrEnabled;
  61185. private _motionBlurEnabled;
  61186. private _fxaaEnabled;
  61187. private _motionBlurSamples;
  61188. private _volumetricLightStepsCount;
  61189. private _samples;
  61190. /**
  61191. * @ignore
  61192. * Specifies if the bloom pipeline is enabled
  61193. */
  61194. BloomEnabled: boolean;
  61195. /**
  61196. * @ignore
  61197. * Specifies if the depth of field pipeline is enabed
  61198. */
  61199. DepthOfFieldEnabled: boolean;
  61200. /**
  61201. * @ignore
  61202. * Specifies if the lens flare pipeline is enabed
  61203. */
  61204. LensFlareEnabled: boolean;
  61205. /**
  61206. * @ignore
  61207. * Specifies if the HDR pipeline is enabled
  61208. */
  61209. HDREnabled: boolean;
  61210. /**
  61211. * @ignore
  61212. * Specifies if the volumetric lights scattering effect is enabled
  61213. */
  61214. VLSEnabled: boolean;
  61215. /**
  61216. * @ignore
  61217. * Specifies if the motion blur effect is enabled
  61218. */
  61219. MotionBlurEnabled: boolean;
  61220. /**
  61221. * Specifies if anti-aliasing is enabled
  61222. */
  61223. fxaaEnabled: boolean;
  61224. /**
  61225. * Specifies the number of steps used to calculate the volumetric lights
  61226. * Typically in interval [50, 200]
  61227. */
  61228. volumetricLightStepsCount: number;
  61229. /**
  61230. * Specifies the number of samples used for the motion blur effect
  61231. * Typically in interval [16, 64]
  61232. */
  61233. motionBlurSamples: number;
  61234. /**
  61235. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61236. */
  61237. samples: number;
  61238. /**
  61239. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61240. * @constructor
  61241. * @param name The rendering pipeline name
  61242. * @param scene The scene linked to this pipeline
  61243. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61244. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61245. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61246. */
  61247. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61248. private _buildPipeline;
  61249. private _createDownSampleX4PostProcess;
  61250. private _createBrightPassPostProcess;
  61251. private _createBlurPostProcesses;
  61252. private _createTextureAdderPostProcess;
  61253. private _createVolumetricLightPostProcess;
  61254. private _createLuminancePostProcesses;
  61255. private _createHdrPostProcess;
  61256. private _createLensFlarePostProcess;
  61257. private _createDepthOfFieldPostProcess;
  61258. private _createMotionBlurPostProcess;
  61259. private _getDepthTexture;
  61260. private _disposePostProcesses;
  61261. /**
  61262. * Dispose of the pipeline and stop all post processes
  61263. */
  61264. dispose(): void;
  61265. /**
  61266. * Serialize the rendering pipeline (Used when exporting)
  61267. * @returns the serialized object
  61268. */
  61269. serialize(): any;
  61270. /**
  61271. * Parse the serialized pipeline
  61272. * @param source Source pipeline.
  61273. * @param scene The scene to load the pipeline to.
  61274. * @param rootUrl The URL of the serialized pipeline.
  61275. * @returns An instantiated pipeline from the serialized object.
  61276. */
  61277. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61278. /**
  61279. * Luminance steps
  61280. */
  61281. static LuminanceSteps: number;
  61282. }
  61283. }
  61284. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61285. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61286. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61287. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61288. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61289. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61290. }
  61291. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61292. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61293. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61294. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61295. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61296. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61297. }
  61298. declare module "babylonjs/Shaders/tonemap.fragment" {
  61299. /** @hidden */
  61300. export var tonemapPixelShader: {
  61301. name: string;
  61302. shader: string;
  61303. };
  61304. }
  61305. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61306. import { Camera } from "babylonjs/Cameras/camera";
  61307. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61308. import "babylonjs/Shaders/tonemap.fragment";
  61309. import { Engine } from "babylonjs/Engines/engine";
  61310. /** Defines operator used for tonemapping */
  61311. export enum TonemappingOperator {
  61312. /** Hable */
  61313. Hable = 0,
  61314. /** Reinhard */
  61315. Reinhard = 1,
  61316. /** HejiDawson */
  61317. HejiDawson = 2,
  61318. /** Photographic */
  61319. Photographic = 3
  61320. }
  61321. /**
  61322. * Defines a post process to apply tone mapping
  61323. */
  61324. export class TonemapPostProcess extends PostProcess {
  61325. private _operator;
  61326. /** Defines the required exposure adjustement */
  61327. exposureAdjustment: number;
  61328. /**
  61329. * Creates a new TonemapPostProcess
  61330. * @param name defines the name of the postprocess
  61331. * @param _operator defines the operator to use
  61332. * @param exposureAdjustment defines the required exposure adjustement
  61333. * @param camera defines the camera to use (can be null)
  61334. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61335. * @param engine defines the hosting engine (can be ignore if camera is set)
  61336. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61337. */
  61338. constructor(name: string, _operator: TonemappingOperator,
  61339. /** Defines the required exposure adjustement */
  61340. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61341. }
  61342. }
  61343. declare module "babylonjs/Shaders/depth.vertex" {
  61344. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61345. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61346. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61347. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61348. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61349. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61350. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61351. /** @hidden */
  61352. export var depthVertexShader: {
  61353. name: string;
  61354. shader: string;
  61355. };
  61356. }
  61357. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61358. /** @hidden */
  61359. export var volumetricLightScatteringPixelShader: {
  61360. name: string;
  61361. shader: string;
  61362. };
  61363. }
  61364. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61365. /** @hidden */
  61366. export var volumetricLightScatteringPassPixelShader: {
  61367. name: string;
  61368. shader: string;
  61369. };
  61370. }
  61371. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61372. import { Vector3 } from "babylonjs/Maths/math.vector";
  61373. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61374. import { Mesh } from "babylonjs/Meshes/mesh";
  61375. import { Camera } from "babylonjs/Cameras/camera";
  61376. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61377. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61378. import { Scene } from "babylonjs/scene";
  61379. import "babylonjs/Meshes/Builders/planeBuilder";
  61380. import "babylonjs/Shaders/depth.vertex";
  61381. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61382. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61383. import { Engine } from "babylonjs/Engines/engine";
  61384. /**
  61385. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61386. */
  61387. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61388. private _volumetricLightScatteringPass;
  61389. private _volumetricLightScatteringRTT;
  61390. private _viewPort;
  61391. private _screenCoordinates;
  61392. private _cachedDefines;
  61393. /**
  61394. * If not undefined, the mesh position is computed from the attached node position
  61395. */
  61396. attachedNode: {
  61397. position: Vector3;
  61398. };
  61399. /**
  61400. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61401. */
  61402. customMeshPosition: Vector3;
  61403. /**
  61404. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61405. */
  61406. useCustomMeshPosition: boolean;
  61407. /**
  61408. * If the post-process should inverse the light scattering direction
  61409. */
  61410. invert: boolean;
  61411. /**
  61412. * The internal mesh used by the post-process
  61413. */
  61414. mesh: Mesh;
  61415. /**
  61416. * @hidden
  61417. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61418. */
  61419. useDiffuseColor: boolean;
  61420. /**
  61421. * Array containing the excluded meshes not rendered in the internal pass
  61422. */
  61423. excludedMeshes: AbstractMesh[];
  61424. /**
  61425. * Controls the overall intensity of the post-process
  61426. */
  61427. exposure: number;
  61428. /**
  61429. * Dissipates each sample's contribution in range [0, 1]
  61430. */
  61431. decay: number;
  61432. /**
  61433. * Controls the overall intensity of each sample
  61434. */
  61435. weight: number;
  61436. /**
  61437. * Controls the density of each sample
  61438. */
  61439. density: number;
  61440. /**
  61441. * @constructor
  61442. * @param name The post-process name
  61443. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61444. * @param camera The camera that the post-process will be attached to
  61445. * @param mesh The mesh used to create the light scattering
  61446. * @param samples The post-process quality, default 100
  61447. * @param samplingModeThe post-process filtering mode
  61448. * @param engine The babylon engine
  61449. * @param reusable If the post-process is reusable
  61450. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61451. */
  61452. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61453. /**
  61454. * Returns the string "VolumetricLightScatteringPostProcess"
  61455. * @returns "VolumetricLightScatteringPostProcess"
  61456. */
  61457. getClassName(): string;
  61458. private _isReady;
  61459. /**
  61460. * Sets the new light position for light scattering effect
  61461. * @param position The new custom light position
  61462. */
  61463. setCustomMeshPosition(position: Vector3): void;
  61464. /**
  61465. * Returns the light position for light scattering effect
  61466. * @return Vector3 The custom light position
  61467. */
  61468. getCustomMeshPosition(): Vector3;
  61469. /**
  61470. * Disposes the internal assets and detaches the post-process from the camera
  61471. */
  61472. dispose(camera: Camera): void;
  61473. /**
  61474. * Returns the render target texture used by the post-process
  61475. * @return the render target texture used by the post-process
  61476. */
  61477. getPass(): RenderTargetTexture;
  61478. private _meshExcluded;
  61479. private _createPass;
  61480. private _updateMeshScreenCoordinates;
  61481. /**
  61482. * Creates a default mesh for the Volumeric Light Scattering post-process
  61483. * @param name The mesh name
  61484. * @param scene The scene where to create the mesh
  61485. * @return the default mesh
  61486. */
  61487. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61488. }
  61489. }
  61490. declare module "babylonjs/PostProcesses/index" {
  61491. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61492. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61493. export * from "babylonjs/PostProcesses/bloomEffect";
  61494. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61495. export * from "babylonjs/PostProcesses/blurPostProcess";
  61496. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61497. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61498. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61499. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61500. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61501. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61502. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61503. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61504. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61505. export * from "babylonjs/PostProcesses/filterPostProcess";
  61506. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61507. export * from "babylonjs/PostProcesses/grainPostProcess";
  61508. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61509. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61510. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61511. export * from "babylonjs/PostProcesses/passPostProcess";
  61512. export * from "babylonjs/PostProcesses/postProcess";
  61513. export * from "babylonjs/PostProcesses/postProcessManager";
  61514. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61515. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61516. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61517. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61518. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61519. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61520. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61521. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61522. }
  61523. declare module "babylonjs/Probes/index" {
  61524. export * from "babylonjs/Probes/reflectionProbe";
  61525. }
  61526. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61527. import { Scene } from "babylonjs/scene";
  61528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61529. import { SmartArray } from "babylonjs/Misc/smartArray";
  61530. import { ISceneComponent } from "babylonjs/sceneComponent";
  61531. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61532. import "babylonjs/Meshes/Builders/boxBuilder";
  61533. import "babylonjs/Shaders/color.fragment";
  61534. import "babylonjs/Shaders/color.vertex";
  61535. import { Color3 } from "babylonjs/Maths/math.color";
  61536. module "babylonjs/scene" {
  61537. interface Scene {
  61538. /** @hidden (Backing field) */
  61539. _boundingBoxRenderer: BoundingBoxRenderer;
  61540. /** @hidden (Backing field) */
  61541. _forceShowBoundingBoxes: boolean;
  61542. /**
  61543. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61544. */
  61545. forceShowBoundingBoxes: boolean;
  61546. /**
  61547. * Gets the bounding box renderer associated with the scene
  61548. * @returns a BoundingBoxRenderer
  61549. */
  61550. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61551. }
  61552. }
  61553. module "babylonjs/Meshes/abstractMesh" {
  61554. interface AbstractMesh {
  61555. /** @hidden (Backing field) */
  61556. _showBoundingBox: boolean;
  61557. /**
  61558. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61559. */
  61560. showBoundingBox: boolean;
  61561. }
  61562. }
  61563. /**
  61564. * Component responsible of rendering the bounding box of the meshes in a scene.
  61565. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61566. */
  61567. export class BoundingBoxRenderer implements ISceneComponent {
  61568. /**
  61569. * The component name helpfull to identify the component in the list of scene components.
  61570. */
  61571. readonly name: string;
  61572. /**
  61573. * The scene the component belongs to.
  61574. */
  61575. scene: Scene;
  61576. /**
  61577. * Color of the bounding box lines placed in front of an object
  61578. */
  61579. frontColor: Color3;
  61580. /**
  61581. * Color of the bounding box lines placed behind an object
  61582. */
  61583. backColor: Color3;
  61584. /**
  61585. * Defines if the renderer should show the back lines or not
  61586. */
  61587. showBackLines: boolean;
  61588. /**
  61589. * @hidden
  61590. */
  61591. renderList: SmartArray<BoundingBox>;
  61592. private _colorShader;
  61593. private _vertexBuffers;
  61594. private _indexBuffer;
  61595. private _fillIndexBuffer;
  61596. private _fillIndexData;
  61597. /**
  61598. * Instantiates a new bounding box renderer in a scene.
  61599. * @param scene the scene the renderer renders in
  61600. */
  61601. constructor(scene: Scene);
  61602. /**
  61603. * Registers the component in a given scene
  61604. */
  61605. register(): void;
  61606. private _evaluateSubMesh;
  61607. private _activeMesh;
  61608. private _prepareRessources;
  61609. private _createIndexBuffer;
  61610. /**
  61611. * Rebuilds the elements related to this component in case of
  61612. * context lost for instance.
  61613. */
  61614. rebuild(): void;
  61615. /**
  61616. * @hidden
  61617. */
  61618. reset(): void;
  61619. /**
  61620. * Render the bounding boxes of a specific rendering group
  61621. * @param renderingGroupId defines the rendering group to render
  61622. */
  61623. render(renderingGroupId: number): void;
  61624. /**
  61625. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61626. * @param mesh Define the mesh to render the occlusion bounding box for
  61627. */
  61628. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61629. /**
  61630. * Dispose and release the resources attached to this renderer.
  61631. */
  61632. dispose(): void;
  61633. }
  61634. }
  61635. declare module "babylonjs/Shaders/depth.fragment" {
  61636. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61637. /** @hidden */
  61638. export var depthPixelShader: {
  61639. name: string;
  61640. shader: string;
  61641. };
  61642. }
  61643. declare module "babylonjs/Rendering/depthRenderer" {
  61644. import { Nullable } from "babylonjs/types";
  61645. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61646. import { Scene } from "babylonjs/scene";
  61647. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61648. import { Camera } from "babylonjs/Cameras/camera";
  61649. import "babylonjs/Shaders/depth.fragment";
  61650. import "babylonjs/Shaders/depth.vertex";
  61651. /**
  61652. * This represents a depth renderer in Babylon.
  61653. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61654. */
  61655. export class DepthRenderer {
  61656. private _scene;
  61657. private _depthMap;
  61658. private _effect;
  61659. private readonly _storeNonLinearDepth;
  61660. private readonly _clearColor;
  61661. /** Get if the depth renderer is using packed depth or not */
  61662. readonly isPacked: boolean;
  61663. private _cachedDefines;
  61664. private _camera;
  61665. /**
  61666. * Specifiess that the depth renderer will only be used within
  61667. * the camera it is created for.
  61668. * This can help forcing its rendering during the camera processing.
  61669. */
  61670. useOnlyInActiveCamera: boolean;
  61671. /** @hidden */
  61672. static _SceneComponentInitialization: (scene: Scene) => void;
  61673. /**
  61674. * Instantiates a depth renderer
  61675. * @param scene The scene the renderer belongs to
  61676. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61677. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61678. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61679. */
  61680. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61681. /**
  61682. * Creates the depth rendering effect and checks if the effect is ready.
  61683. * @param subMesh The submesh to be used to render the depth map of
  61684. * @param useInstances If multiple world instances should be used
  61685. * @returns if the depth renderer is ready to render the depth map
  61686. */
  61687. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61688. /**
  61689. * Gets the texture which the depth map will be written to.
  61690. * @returns The depth map texture
  61691. */
  61692. getDepthMap(): RenderTargetTexture;
  61693. /**
  61694. * Disposes of the depth renderer.
  61695. */
  61696. dispose(): void;
  61697. }
  61698. }
  61699. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61700. import { Nullable } from "babylonjs/types";
  61701. import { Scene } from "babylonjs/scene";
  61702. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61703. import { Camera } from "babylonjs/Cameras/camera";
  61704. import { ISceneComponent } from "babylonjs/sceneComponent";
  61705. module "babylonjs/scene" {
  61706. interface Scene {
  61707. /** @hidden (Backing field) */
  61708. _depthRenderer: {
  61709. [id: string]: DepthRenderer;
  61710. };
  61711. /**
  61712. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61713. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61714. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61715. * @returns the created depth renderer
  61716. */
  61717. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61718. /**
  61719. * Disables a depth renderer for a given camera
  61720. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61721. */
  61722. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61723. }
  61724. }
  61725. /**
  61726. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61727. * in several rendering techniques.
  61728. */
  61729. export class DepthRendererSceneComponent implements ISceneComponent {
  61730. /**
  61731. * The component name helpfull to identify the component in the list of scene components.
  61732. */
  61733. readonly name: string;
  61734. /**
  61735. * The scene the component belongs to.
  61736. */
  61737. scene: Scene;
  61738. /**
  61739. * Creates a new instance of the component for the given scene
  61740. * @param scene Defines the scene to register the component in
  61741. */
  61742. constructor(scene: Scene);
  61743. /**
  61744. * Registers the component in a given scene
  61745. */
  61746. register(): void;
  61747. /**
  61748. * Rebuilds the elements related to this component in case of
  61749. * context lost for instance.
  61750. */
  61751. rebuild(): void;
  61752. /**
  61753. * Disposes the component and the associated ressources
  61754. */
  61755. dispose(): void;
  61756. private _gatherRenderTargets;
  61757. private _gatherActiveCameraRenderTargets;
  61758. }
  61759. }
  61760. declare module "babylonjs/Shaders/outline.fragment" {
  61761. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61762. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61763. /** @hidden */
  61764. export var outlinePixelShader: {
  61765. name: string;
  61766. shader: string;
  61767. };
  61768. }
  61769. declare module "babylonjs/Shaders/outline.vertex" {
  61770. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61771. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61772. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61773. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61774. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61775. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61776. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61777. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61778. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61779. /** @hidden */
  61780. export var outlineVertexShader: {
  61781. name: string;
  61782. shader: string;
  61783. };
  61784. }
  61785. declare module "babylonjs/Rendering/outlineRenderer" {
  61786. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61787. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61788. import { Scene } from "babylonjs/scene";
  61789. import { ISceneComponent } from "babylonjs/sceneComponent";
  61790. import "babylonjs/Shaders/outline.fragment";
  61791. import "babylonjs/Shaders/outline.vertex";
  61792. module "babylonjs/scene" {
  61793. interface Scene {
  61794. /** @hidden */
  61795. _outlineRenderer: OutlineRenderer;
  61796. /**
  61797. * Gets the outline renderer associated with the scene
  61798. * @returns a OutlineRenderer
  61799. */
  61800. getOutlineRenderer(): OutlineRenderer;
  61801. }
  61802. }
  61803. module "babylonjs/Meshes/abstractMesh" {
  61804. interface AbstractMesh {
  61805. /** @hidden (Backing field) */
  61806. _renderOutline: boolean;
  61807. /**
  61808. * Gets or sets a boolean indicating if the outline must be rendered as well
  61809. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  61810. */
  61811. renderOutline: boolean;
  61812. /** @hidden (Backing field) */
  61813. _renderOverlay: boolean;
  61814. /**
  61815. * Gets or sets a boolean indicating if the overlay must be rendered as well
  61816. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  61817. */
  61818. renderOverlay: boolean;
  61819. }
  61820. }
  61821. /**
  61822. * This class is responsible to draw bothe outline/overlay of meshes.
  61823. * It should not be used directly but through the available method on mesh.
  61824. */
  61825. export class OutlineRenderer implements ISceneComponent {
  61826. /**
  61827. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  61828. */
  61829. private static _StencilReference;
  61830. /**
  61831. * The name of the component. Each component must have a unique name.
  61832. */
  61833. name: string;
  61834. /**
  61835. * The scene the component belongs to.
  61836. */
  61837. scene: Scene;
  61838. /**
  61839. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  61840. */
  61841. zOffset: number;
  61842. private _engine;
  61843. private _effect;
  61844. private _cachedDefines;
  61845. private _savedDepthWrite;
  61846. /**
  61847. * Instantiates a new outline renderer. (There could be only one per scene).
  61848. * @param scene Defines the scene it belongs to
  61849. */
  61850. constructor(scene: Scene);
  61851. /**
  61852. * Register the component to one instance of a scene.
  61853. */
  61854. register(): void;
  61855. /**
  61856. * Rebuilds the elements related to this component in case of
  61857. * context lost for instance.
  61858. */
  61859. rebuild(): void;
  61860. /**
  61861. * Disposes the component and the associated ressources.
  61862. */
  61863. dispose(): void;
  61864. /**
  61865. * Renders the outline in the canvas.
  61866. * @param subMesh Defines the sumesh to render
  61867. * @param batch Defines the batch of meshes in case of instances
  61868. * @param useOverlay Defines if the rendering is for the overlay or the outline
  61869. */
  61870. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  61871. /**
  61872. * Returns whether or not the outline renderer is ready for a given submesh.
  61873. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  61874. * @param subMesh Defines the submesh to check readyness for
  61875. * @param useInstances Defines wheter wee are trying to render instances or not
  61876. * @returns true if ready otherwise false
  61877. */
  61878. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61879. private _beforeRenderingMesh;
  61880. private _afterRenderingMesh;
  61881. }
  61882. }
  61883. declare module "babylonjs/Rendering/index" {
  61884. export * from "babylonjs/Rendering/boundingBoxRenderer";
  61885. export * from "babylonjs/Rendering/depthRenderer";
  61886. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  61887. export * from "babylonjs/Rendering/edgesRenderer";
  61888. export * from "babylonjs/Rendering/geometryBufferRenderer";
  61889. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61890. export * from "babylonjs/Rendering/outlineRenderer";
  61891. export * from "babylonjs/Rendering/renderingGroup";
  61892. export * from "babylonjs/Rendering/renderingManager";
  61893. export * from "babylonjs/Rendering/utilityLayerRenderer";
  61894. }
  61895. declare module "babylonjs/Sprites/index" {
  61896. export * from "babylonjs/Sprites/sprite";
  61897. export * from "babylonjs/Sprites/spriteManager";
  61898. export * from "babylonjs/Sprites/spriteSceneComponent";
  61899. }
  61900. declare module "babylonjs/Misc/assetsManager" {
  61901. import { Scene } from "babylonjs/scene";
  61902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61903. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61904. import { Skeleton } from "babylonjs/Bones/skeleton";
  61905. import { Observable } from "babylonjs/Misc/observable";
  61906. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  61907. import { Texture } from "babylonjs/Materials/Textures/texture";
  61908. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  61909. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  61910. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  61911. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  61912. /**
  61913. * Defines the list of states available for a task inside a AssetsManager
  61914. */
  61915. export enum AssetTaskState {
  61916. /**
  61917. * Initialization
  61918. */
  61919. INIT = 0,
  61920. /**
  61921. * Running
  61922. */
  61923. RUNNING = 1,
  61924. /**
  61925. * Done
  61926. */
  61927. DONE = 2,
  61928. /**
  61929. * Error
  61930. */
  61931. ERROR = 3
  61932. }
  61933. /**
  61934. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  61935. */
  61936. export abstract class AbstractAssetTask {
  61937. /**
  61938. * Task name
  61939. */ name: string;
  61940. /**
  61941. * Callback called when the task is successful
  61942. */
  61943. onSuccess: (task: any) => void;
  61944. /**
  61945. * Callback called when the task is not successful
  61946. */
  61947. onError: (task: any, message?: string, exception?: any) => void;
  61948. /**
  61949. * Creates a new AssetsManager
  61950. * @param name defines the name of the task
  61951. */
  61952. constructor(
  61953. /**
  61954. * Task name
  61955. */ name: string);
  61956. private _isCompleted;
  61957. private _taskState;
  61958. private _errorObject;
  61959. /**
  61960. * Get if the task is completed
  61961. */
  61962. readonly isCompleted: boolean;
  61963. /**
  61964. * Gets the current state of the task
  61965. */
  61966. readonly taskState: AssetTaskState;
  61967. /**
  61968. * Gets the current error object (if task is in error)
  61969. */
  61970. readonly errorObject: {
  61971. message?: string;
  61972. exception?: any;
  61973. };
  61974. /**
  61975. * Internal only
  61976. * @hidden
  61977. */
  61978. _setErrorObject(message?: string, exception?: any): void;
  61979. /**
  61980. * Execute the current task
  61981. * @param scene defines the scene where you want your assets to be loaded
  61982. * @param onSuccess is a callback called when the task is successfully executed
  61983. * @param onError is a callback called if an error occurs
  61984. */
  61985. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61986. /**
  61987. * Execute the current task
  61988. * @param scene defines the scene where you want your assets to be loaded
  61989. * @param onSuccess is a callback called when the task is successfully executed
  61990. * @param onError is a callback called if an error occurs
  61991. */
  61992. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  61993. /**
  61994. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  61995. * This can be used with failed tasks that have the reason for failure fixed.
  61996. */
  61997. reset(): void;
  61998. private onErrorCallback;
  61999. private onDoneCallback;
  62000. }
  62001. /**
  62002. * Define the interface used by progress events raised during assets loading
  62003. */
  62004. export interface IAssetsProgressEvent {
  62005. /**
  62006. * Defines the number of remaining tasks to process
  62007. */
  62008. remainingCount: number;
  62009. /**
  62010. * Defines the total number of tasks
  62011. */
  62012. totalCount: number;
  62013. /**
  62014. * Defines the task that was just processed
  62015. */
  62016. task: AbstractAssetTask;
  62017. }
  62018. /**
  62019. * Class used to share progress information about assets loading
  62020. */
  62021. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62022. /**
  62023. * Defines the number of remaining tasks to process
  62024. */
  62025. remainingCount: number;
  62026. /**
  62027. * Defines the total number of tasks
  62028. */
  62029. totalCount: number;
  62030. /**
  62031. * Defines the task that was just processed
  62032. */
  62033. task: AbstractAssetTask;
  62034. /**
  62035. * Creates a AssetsProgressEvent
  62036. * @param remainingCount defines the number of remaining tasks to process
  62037. * @param totalCount defines the total number of tasks
  62038. * @param task defines the task that was just processed
  62039. */
  62040. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62041. }
  62042. /**
  62043. * Define a task used by AssetsManager to load meshes
  62044. */
  62045. export class MeshAssetTask extends AbstractAssetTask {
  62046. /**
  62047. * Defines the name of the task
  62048. */
  62049. name: string;
  62050. /**
  62051. * Defines the list of mesh's names you want to load
  62052. */
  62053. meshesNames: any;
  62054. /**
  62055. * Defines the root url to use as a base to load your meshes and associated resources
  62056. */
  62057. rootUrl: string;
  62058. /**
  62059. * Defines the filename of the scene to load from
  62060. */
  62061. sceneFilename: string;
  62062. /**
  62063. * Gets the list of loaded meshes
  62064. */
  62065. loadedMeshes: Array<AbstractMesh>;
  62066. /**
  62067. * Gets the list of loaded particle systems
  62068. */
  62069. loadedParticleSystems: Array<IParticleSystem>;
  62070. /**
  62071. * Gets the list of loaded skeletons
  62072. */
  62073. loadedSkeletons: Array<Skeleton>;
  62074. /**
  62075. * Gets the list of loaded animation groups
  62076. */
  62077. loadedAnimationGroups: Array<AnimationGroup>;
  62078. /**
  62079. * Callback called when the task is successful
  62080. */
  62081. onSuccess: (task: MeshAssetTask) => void;
  62082. /**
  62083. * Callback called when the task is successful
  62084. */
  62085. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62086. /**
  62087. * Creates a new MeshAssetTask
  62088. * @param name defines the name of the task
  62089. * @param meshesNames defines the list of mesh's names you want to load
  62090. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62091. * @param sceneFilename defines the filename of the scene to load from
  62092. */
  62093. constructor(
  62094. /**
  62095. * Defines the name of the task
  62096. */
  62097. name: string,
  62098. /**
  62099. * Defines the list of mesh's names you want to load
  62100. */
  62101. meshesNames: any,
  62102. /**
  62103. * Defines the root url to use as a base to load your meshes and associated resources
  62104. */
  62105. rootUrl: string,
  62106. /**
  62107. * Defines the filename of the scene to load from
  62108. */
  62109. sceneFilename: string);
  62110. /**
  62111. * Execute the current task
  62112. * @param scene defines the scene where you want your assets to be loaded
  62113. * @param onSuccess is a callback called when the task is successfully executed
  62114. * @param onError is a callback called if an error occurs
  62115. */
  62116. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62117. }
  62118. /**
  62119. * Define a task used by AssetsManager to load text content
  62120. */
  62121. export class TextFileAssetTask extends AbstractAssetTask {
  62122. /**
  62123. * Defines the name of the task
  62124. */
  62125. name: string;
  62126. /**
  62127. * Defines the location of the file to load
  62128. */
  62129. url: string;
  62130. /**
  62131. * Gets the loaded text string
  62132. */
  62133. text: string;
  62134. /**
  62135. * Callback called when the task is successful
  62136. */
  62137. onSuccess: (task: TextFileAssetTask) => void;
  62138. /**
  62139. * Callback called when the task is successful
  62140. */
  62141. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62142. /**
  62143. * Creates a new TextFileAssetTask object
  62144. * @param name defines the name of the task
  62145. * @param url defines the location of the file to load
  62146. */
  62147. constructor(
  62148. /**
  62149. * Defines the name of the task
  62150. */
  62151. name: string,
  62152. /**
  62153. * Defines the location of the file to load
  62154. */
  62155. url: string);
  62156. /**
  62157. * Execute the current task
  62158. * @param scene defines the scene where you want your assets to be loaded
  62159. * @param onSuccess is a callback called when the task is successfully executed
  62160. * @param onError is a callback called if an error occurs
  62161. */
  62162. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62163. }
  62164. /**
  62165. * Define a task used by AssetsManager to load binary data
  62166. */
  62167. export class BinaryFileAssetTask extends AbstractAssetTask {
  62168. /**
  62169. * Defines the name of the task
  62170. */
  62171. name: string;
  62172. /**
  62173. * Defines the location of the file to load
  62174. */
  62175. url: string;
  62176. /**
  62177. * Gets the lodaded data (as an array buffer)
  62178. */
  62179. data: ArrayBuffer;
  62180. /**
  62181. * Callback called when the task is successful
  62182. */
  62183. onSuccess: (task: BinaryFileAssetTask) => void;
  62184. /**
  62185. * Callback called when the task is successful
  62186. */
  62187. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62188. /**
  62189. * Creates a new BinaryFileAssetTask object
  62190. * @param name defines the name of the new task
  62191. * @param url defines the location of the file to load
  62192. */
  62193. constructor(
  62194. /**
  62195. * Defines the name of the task
  62196. */
  62197. name: string,
  62198. /**
  62199. * Defines the location of the file to load
  62200. */
  62201. url: string);
  62202. /**
  62203. * Execute the current task
  62204. * @param scene defines the scene where you want your assets to be loaded
  62205. * @param onSuccess is a callback called when the task is successfully executed
  62206. * @param onError is a callback called if an error occurs
  62207. */
  62208. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62209. }
  62210. /**
  62211. * Define a task used by AssetsManager to load images
  62212. */
  62213. export class ImageAssetTask extends AbstractAssetTask {
  62214. /**
  62215. * Defines the name of the task
  62216. */
  62217. name: string;
  62218. /**
  62219. * Defines the location of the image to load
  62220. */
  62221. url: string;
  62222. /**
  62223. * Gets the loaded images
  62224. */
  62225. image: HTMLImageElement;
  62226. /**
  62227. * Callback called when the task is successful
  62228. */
  62229. onSuccess: (task: ImageAssetTask) => void;
  62230. /**
  62231. * Callback called when the task is successful
  62232. */
  62233. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62234. /**
  62235. * Creates a new ImageAssetTask
  62236. * @param name defines the name of the task
  62237. * @param url defines the location of the image to load
  62238. */
  62239. constructor(
  62240. /**
  62241. * Defines the name of the task
  62242. */
  62243. name: string,
  62244. /**
  62245. * Defines the location of the image to load
  62246. */
  62247. url: string);
  62248. /**
  62249. * Execute the current task
  62250. * @param scene defines the scene where you want your assets to be loaded
  62251. * @param onSuccess is a callback called when the task is successfully executed
  62252. * @param onError is a callback called if an error occurs
  62253. */
  62254. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62255. }
  62256. /**
  62257. * Defines the interface used by texture loading tasks
  62258. */
  62259. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62260. /**
  62261. * Gets the loaded texture
  62262. */
  62263. texture: TEX;
  62264. }
  62265. /**
  62266. * Define a task used by AssetsManager to load 2D textures
  62267. */
  62268. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62269. /**
  62270. * Defines the name of the task
  62271. */
  62272. name: string;
  62273. /**
  62274. * Defines the location of the file to load
  62275. */
  62276. url: string;
  62277. /**
  62278. * Defines if mipmap should not be generated (default is false)
  62279. */
  62280. noMipmap?: boolean | undefined;
  62281. /**
  62282. * Defines if texture must be inverted on Y axis (default is false)
  62283. */
  62284. invertY?: boolean | undefined;
  62285. /**
  62286. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62287. */
  62288. samplingMode: number;
  62289. /**
  62290. * Gets the loaded texture
  62291. */
  62292. texture: Texture;
  62293. /**
  62294. * Callback called when the task is successful
  62295. */
  62296. onSuccess: (task: TextureAssetTask) => void;
  62297. /**
  62298. * Callback called when the task is successful
  62299. */
  62300. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62301. /**
  62302. * Creates a new TextureAssetTask object
  62303. * @param name defines the name of the task
  62304. * @param url defines the location of the file to load
  62305. * @param noMipmap defines if mipmap should not be generated (default is false)
  62306. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62307. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62308. */
  62309. constructor(
  62310. /**
  62311. * Defines the name of the task
  62312. */
  62313. name: string,
  62314. /**
  62315. * Defines the location of the file to load
  62316. */
  62317. url: string,
  62318. /**
  62319. * Defines if mipmap should not be generated (default is false)
  62320. */
  62321. noMipmap?: boolean | undefined,
  62322. /**
  62323. * Defines if texture must be inverted on Y axis (default is false)
  62324. */
  62325. invertY?: boolean | undefined,
  62326. /**
  62327. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62328. */
  62329. samplingMode?: number);
  62330. /**
  62331. * Execute the current task
  62332. * @param scene defines the scene where you want your assets to be loaded
  62333. * @param onSuccess is a callback called when the task is successfully executed
  62334. * @param onError is a callback called if an error occurs
  62335. */
  62336. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62337. }
  62338. /**
  62339. * Define a task used by AssetsManager to load cube textures
  62340. */
  62341. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62342. /**
  62343. * Defines the name of the task
  62344. */
  62345. name: string;
  62346. /**
  62347. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62348. */
  62349. url: string;
  62350. /**
  62351. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62352. */
  62353. extensions?: string[] | undefined;
  62354. /**
  62355. * Defines if mipmaps should not be generated (default is false)
  62356. */
  62357. noMipmap?: boolean | undefined;
  62358. /**
  62359. * Defines the explicit list of files (undefined by default)
  62360. */
  62361. files?: string[] | undefined;
  62362. /**
  62363. * Gets the loaded texture
  62364. */
  62365. texture: CubeTexture;
  62366. /**
  62367. * Callback called when the task is successful
  62368. */
  62369. onSuccess: (task: CubeTextureAssetTask) => void;
  62370. /**
  62371. * Callback called when the task is successful
  62372. */
  62373. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62374. /**
  62375. * Creates a new CubeTextureAssetTask
  62376. * @param name defines the name of the task
  62377. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62378. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62379. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62380. * @param files defines the explicit list of files (undefined by default)
  62381. */
  62382. constructor(
  62383. /**
  62384. * Defines the name of the task
  62385. */
  62386. name: string,
  62387. /**
  62388. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62389. */
  62390. url: string,
  62391. /**
  62392. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62393. */
  62394. extensions?: string[] | undefined,
  62395. /**
  62396. * Defines if mipmaps should not be generated (default is false)
  62397. */
  62398. noMipmap?: boolean | undefined,
  62399. /**
  62400. * Defines the explicit list of files (undefined by default)
  62401. */
  62402. files?: string[] | undefined);
  62403. /**
  62404. * Execute the current task
  62405. * @param scene defines the scene where you want your assets to be loaded
  62406. * @param onSuccess is a callback called when the task is successfully executed
  62407. * @param onError is a callback called if an error occurs
  62408. */
  62409. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62410. }
  62411. /**
  62412. * Define a task used by AssetsManager to load HDR cube textures
  62413. */
  62414. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62415. /**
  62416. * Defines the name of the task
  62417. */
  62418. name: string;
  62419. /**
  62420. * Defines the location of the file to load
  62421. */
  62422. url: string;
  62423. /**
  62424. * Defines the desired size (the more it increases the longer the generation will be)
  62425. */
  62426. size: number;
  62427. /**
  62428. * Defines if mipmaps should not be generated (default is false)
  62429. */
  62430. noMipmap: boolean;
  62431. /**
  62432. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62433. */
  62434. generateHarmonics: boolean;
  62435. /**
  62436. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62437. */
  62438. gammaSpace: boolean;
  62439. /**
  62440. * Internal Use Only
  62441. */
  62442. reserved: boolean;
  62443. /**
  62444. * Gets the loaded texture
  62445. */
  62446. texture: HDRCubeTexture;
  62447. /**
  62448. * Callback called when the task is successful
  62449. */
  62450. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62451. /**
  62452. * Callback called when the task is successful
  62453. */
  62454. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62455. /**
  62456. * Creates a new HDRCubeTextureAssetTask object
  62457. * @param name defines the name of the task
  62458. * @param url defines the location of the file to load
  62459. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  62460. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62461. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62462. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62463. * @param reserved Internal use only
  62464. */
  62465. constructor(
  62466. /**
  62467. * Defines the name of the task
  62468. */
  62469. name: string,
  62470. /**
  62471. * Defines the location of the file to load
  62472. */
  62473. url: string,
  62474. /**
  62475. * Defines the desired size (the more it increases the longer the generation will be)
  62476. */
  62477. size: number,
  62478. /**
  62479. * Defines if mipmaps should not be generated (default is false)
  62480. */
  62481. noMipmap?: boolean,
  62482. /**
  62483. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62484. */
  62485. generateHarmonics?: boolean,
  62486. /**
  62487. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62488. */
  62489. gammaSpace?: boolean,
  62490. /**
  62491. * Internal Use Only
  62492. */
  62493. reserved?: boolean);
  62494. /**
  62495. * Execute the current task
  62496. * @param scene defines the scene where you want your assets to be loaded
  62497. * @param onSuccess is a callback called when the task is successfully executed
  62498. * @param onError is a callback called if an error occurs
  62499. */
  62500. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62501. }
  62502. /**
  62503. * Define a task used by AssetsManager to load Equirectangular cube textures
  62504. */
  62505. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62506. /**
  62507. * Defines the name of the task
  62508. */
  62509. name: string;
  62510. /**
  62511. * Defines the location of the file to load
  62512. */
  62513. url: string;
  62514. /**
  62515. * Defines the desired size (the more it increases the longer the generation will be)
  62516. */
  62517. size: number;
  62518. /**
  62519. * Defines if mipmaps should not be generated (default is false)
  62520. */
  62521. noMipmap: boolean;
  62522. /**
  62523. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62524. * but the standard material would require them in Gamma space) (default is true)
  62525. */
  62526. gammaSpace: boolean;
  62527. /**
  62528. * Gets the loaded texture
  62529. */
  62530. texture: EquiRectangularCubeTexture;
  62531. /**
  62532. * Callback called when the task is successful
  62533. */
  62534. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62535. /**
  62536. * Callback called when the task is successful
  62537. */
  62538. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62539. /**
  62540. * Creates a new EquiRectangularCubeTextureAssetTask object
  62541. * @param name defines the name of the task
  62542. * @param url defines the location of the file to load
  62543. * @param size defines the desired size (the more it increases the longer the generation will be)
  62544. * If the size is omitted this implies you are using a preprocessed cubemap.
  62545. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62546. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62547. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62548. * (default is true)
  62549. */
  62550. constructor(
  62551. /**
  62552. * Defines the name of the task
  62553. */
  62554. name: string,
  62555. /**
  62556. * Defines the location of the file to load
  62557. */
  62558. url: string,
  62559. /**
  62560. * Defines the desired size (the more it increases the longer the generation will be)
  62561. */
  62562. size: number,
  62563. /**
  62564. * Defines if mipmaps should not be generated (default is false)
  62565. */
  62566. noMipmap?: boolean,
  62567. /**
  62568. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62569. * but the standard material would require them in Gamma space) (default is true)
  62570. */
  62571. gammaSpace?: boolean);
  62572. /**
  62573. * Execute the current task
  62574. * @param scene defines the scene where you want your assets to be loaded
  62575. * @param onSuccess is a callback called when the task is successfully executed
  62576. * @param onError is a callback called if an error occurs
  62577. */
  62578. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62579. }
  62580. /**
  62581. * This class can be used to easily import assets into a scene
  62582. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62583. */
  62584. export class AssetsManager {
  62585. private _scene;
  62586. private _isLoading;
  62587. protected _tasks: AbstractAssetTask[];
  62588. protected _waitingTasksCount: number;
  62589. protected _totalTasksCount: number;
  62590. /**
  62591. * Callback called when all tasks are processed
  62592. */
  62593. onFinish: (tasks: AbstractAssetTask[]) => void;
  62594. /**
  62595. * Callback called when a task is successful
  62596. */
  62597. onTaskSuccess: (task: AbstractAssetTask) => void;
  62598. /**
  62599. * Callback called when a task had an error
  62600. */
  62601. onTaskError: (task: AbstractAssetTask) => void;
  62602. /**
  62603. * Callback called when a task is done (whatever the result is)
  62604. */
  62605. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62606. /**
  62607. * Observable called when all tasks are processed
  62608. */
  62609. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62610. /**
  62611. * Observable called when a task had an error
  62612. */
  62613. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62614. /**
  62615. * Observable called when all tasks were executed
  62616. */
  62617. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62618. /**
  62619. * Observable called when a task is done (whatever the result is)
  62620. */
  62621. onProgressObservable: Observable<IAssetsProgressEvent>;
  62622. /**
  62623. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62624. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62625. */
  62626. useDefaultLoadingScreen: boolean;
  62627. /**
  62628. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62629. * when all assets have been downloaded.
  62630. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62631. */
  62632. autoHideLoadingUI: boolean;
  62633. /**
  62634. * Creates a new AssetsManager
  62635. * @param scene defines the scene to work on
  62636. */
  62637. constructor(scene: Scene);
  62638. /**
  62639. * Add a MeshAssetTask to the list of active tasks
  62640. * @param taskName defines the name of the new task
  62641. * @param meshesNames defines the name of meshes to load
  62642. * @param rootUrl defines the root url to use to locate files
  62643. * @param sceneFilename defines the filename of the scene file
  62644. * @returns a new MeshAssetTask object
  62645. */
  62646. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62647. /**
  62648. * Add a TextFileAssetTask to the list of active tasks
  62649. * @param taskName defines the name of the new task
  62650. * @param url defines the url of the file to load
  62651. * @returns a new TextFileAssetTask object
  62652. */
  62653. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62654. /**
  62655. * Add a BinaryFileAssetTask to the list of active tasks
  62656. * @param taskName defines the name of the new task
  62657. * @param url defines the url of the file to load
  62658. * @returns a new BinaryFileAssetTask object
  62659. */
  62660. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62661. /**
  62662. * Add a ImageAssetTask to the list of active tasks
  62663. * @param taskName defines the name of the new task
  62664. * @param url defines the url of the file to load
  62665. * @returns a new ImageAssetTask object
  62666. */
  62667. addImageTask(taskName: string, url: string): ImageAssetTask;
  62668. /**
  62669. * Add a TextureAssetTask to the list of active tasks
  62670. * @param taskName defines the name of the new task
  62671. * @param url defines the url of the file to load
  62672. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62673. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62674. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62675. * @returns a new TextureAssetTask object
  62676. */
  62677. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62678. /**
  62679. * Add a CubeTextureAssetTask to the list of active tasks
  62680. * @param taskName defines the name of the new task
  62681. * @param url defines the url of the file to load
  62682. * @param extensions defines the extension to use to load the cube map (can be null)
  62683. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62684. * @param files defines the list of files to load (can be null)
  62685. * @returns a new CubeTextureAssetTask object
  62686. */
  62687. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62688. /**
  62689. *
  62690. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62691. * @param taskName defines the name of the new task
  62692. * @param url defines the url of the file to load
  62693. * @param size defines the size you want for the cubemap (can be null)
  62694. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62695. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62696. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  62697. * @param reserved Internal use only
  62698. * @returns a new HDRCubeTextureAssetTask object
  62699. */
  62700. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62701. /**
  62702. *
  62703. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62704. * @param taskName defines the name of the new task
  62705. * @param url defines the url of the file to load
  62706. * @param size defines the size you want for the cubemap (can be null)
  62707. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62708. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62709. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62710. * @returns a new EquiRectangularCubeTextureAssetTask object
  62711. */
  62712. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62713. /**
  62714. * Remove a task from the assets manager.
  62715. * @param task the task to remove
  62716. */
  62717. removeTask(task: AbstractAssetTask): void;
  62718. private _decreaseWaitingTasksCount;
  62719. private _runTask;
  62720. /**
  62721. * Reset the AssetsManager and remove all tasks
  62722. * @return the current instance of the AssetsManager
  62723. */
  62724. reset(): AssetsManager;
  62725. /**
  62726. * Start the loading process
  62727. * @return the current instance of the AssetsManager
  62728. */
  62729. load(): AssetsManager;
  62730. /**
  62731. * Start the loading process as an async operation
  62732. * @return a promise returning the list of failed tasks
  62733. */
  62734. loadAsync(): Promise<void>;
  62735. }
  62736. }
  62737. declare module "babylonjs/Misc/deferred" {
  62738. /**
  62739. * Wrapper class for promise with external resolve and reject.
  62740. */
  62741. export class Deferred<T> {
  62742. /**
  62743. * The promise associated with this deferred object.
  62744. */
  62745. readonly promise: Promise<T>;
  62746. private _resolve;
  62747. private _reject;
  62748. /**
  62749. * The resolve method of the promise associated with this deferred object.
  62750. */
  62751. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62752. /**
  62753. * The reject method of the promise associated with this deferred object.
  62754. */
  62755. readonly reject: (reason?: any) => void;
  62756. /**
  62757. * Constructor for this deferred object.
  62758. */
  62759. constructor();
  62760. }
  62761. }
  62762. declare module "babylonjs/Misc/meshExploder" {
  62763. import { Mesh } from "babylonjs/Meshes/mesh";
  62764. /**
  62765. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62766. */
  62767. export class MeshExploder {
  62768. private _centerMesh;
  62769. private _meshes;
  62770. private _meshesOrigins;
  62771. private _toCenterVectors;
  62772. private _scaledDirection;
  62773. private _newPosition;
  62774. private _centerPosition;
  62775. /**
  62776. * Explodes meshes from a center mesh.
  62777. * @param meshes The meshes to explode.
  62778. * @param centerMesh The mesh to be center of explosion.
  62779. */
  62780. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62781. private _setCenterMesh;
  62782. /**
  62783. * Get class name
  62784. * @returns "MeshExploder"
  62785. */
  62786. getClassName(): string;
  62787. /**
  62788. * "Exploded meshes"
  62789. * @returns Array of meshes with the centerMesh at index 0.
  62790. */
  62791. getMeshes(): Array<Mesh>;
  62792. /**
  62793. * Explodes meshes giving a specific direction
  62794. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62795. */
  62796. explode(direction?: number): void;
  62797. }
  62798. }
  62799. declare module "babylonjs/Misc/filesInput" {
  62800. import { Engine } from "babylonjs/Engines/engine";
  62801. import { Scene } from "babylonjs/scene";
  62802. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  62803. /**
  62804. * Class used to help managing file picking and drag'n'drop
  62805. */
  62806. export class FilesInput {
  62807. /**
  62808. * List of files ready to be loaded
  62809. */
  62810. static readonly FilesToLoad: {
  62811. [key: string]: File;
  62812. };
  62813. /**
  62814. * Callback called when a file is processed
  62815. */
  62816. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  62817. private _engine;
  62818. private _currentScene;
  62819. private _sceneLoadedCallback;
  62820. private _progressCallback;
  62821. private _additionalRenderLoopLogicCallback;
  62822. private _textureLoadingCallback;
  62823. private _startingProcessingFilesCallback;
  62824. private _onReloadCallback;
  62825. private _errorCallback;
  62826. private _elementToMonitor;
  62827. private _sceneFileToLoad;
  62828. private _filesToLoad;
  62829. /**
  62830. * Creates a new FilesInput
  62831. * @param engine defines the rendering engine
  62832. * @param scene defines the hosting scene
  62833. * @param sceneLoadedCallback callback called when scene is loaded
  62834. * @param progressCallback callback called to track progress
  62835. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  62836. * @param textureLoadingCallback callback called when a texture is loading
  62837. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  62838. * @param onReloadCallback callback called when a reload is requested
  62839. * @param errorCallback callback call if an error occurs
  62840. */
  62841. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  62842. private _dragEnterHandler;
  62843. private _dragOverHandler;
  62844. private _dropHandler;
  62845. /**
  62846. * Calls this function to listen to drag'n'drop events on a specific DOM element
  62847. * @param elementToMonitor defines the DOM element to track
  62848. */
  62849. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  62850. /**
  62851. * Release all associated resources
  62852. */
  62853. dispose(): void;
  62854. private renderFunction;
  62855. private drag;
  62856. private drop;
  62857. private _traverseFolder;
  62858. private _processFiles;
  62859. /**
  62860. * Load files from a drop event
  62861. * @param event defines the drop event to use as source
  62862. */
  62863. loadFiles(event: any): void;
  62864. private _processReload;
  62865. /**
  62866. * Reload the current scene from the loaded files
  62867. */
  62868. reload(): void;
  62869. }
  62870. }
  62871. declare module "babylonjs/Misc/HighDynamicRange/index" {
  62872. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  62873. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  62874. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  62875. }
  62876. declare module "babylonjs/Misc/sceneOptimizer" {
  62877. import { Scene, IDisposable } from "babylonjs/scene";
  62878. import { Observable } from "babylonjs/Misc/observable";
  62879. /**
  62880. * Defines the root class used to create scene optimization to use with SceneOptimizer
  62881. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62882. */
  62883. export class SceneOptimization {
  62884. /**
  62885. * Defines the priority of this optimization (0 by default which means first in the list)
  62886. */
  62887. priority: number;
  62888. /**
  62889. * Gets a string describing the action executed by the current optimization
  62890. * @returns description string
  62891. */
  62892. getDescription(): string;
  62893. /**
  62894. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62895. * @param scene defines the current scene where to apply this optimization
  62896. * @param optimizer defines the current optimizer
  62897. * @returns true if everything that can be done was applied
  62898. */
  62899. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62900. /**
  62901. * Creates the SceneOptimization object
  62902. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62903. * @param desc defines the description associated with the optimization
  62904. */
  62905. constructor(
  62906. /**
  62907. * Defines the priority of this optimization (0 by default which means first in the list)
  62908. */
  62909. priority?: number);
  62910. }
  62911. /**
  62912. * Defines an optimization used to reduce the size of render target textures
  62913. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62914. */
  62915. export class TextureOptimization extends SceneOptimization {
  62916. /**
  62917. * Defines the priority of this optimization (0 by default which means first in the list)
  62918. */
  62919. priority: number;
  62920. /**
  62921. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  62922. */
  62923. maximumSize: number;
  62924. /**
  62925. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62926. */
  62927. step: number;
  62928. /**
  62929. * Gets a string describing the action executed by the current optimization
  62930. * @returns description string
  62931. */
  62932. getDescription(): string;
  62933. /**
  62934. * Creates the TextureOptimization object
  62935. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62936. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  62937. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62938. */
  62939. constructor(
  62940. /**
  62941. * Defines the priority of this optimization (0 by default which means first in the list)
  62942. */
  62943. priority?: number,
  62944. /**
  62945. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  62946. */
  62947. maximumSize?: number,
  62948. /**
  62949. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  62950. */
  62951. step?: number);
  62952. /**
  62953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  62954. * @param scene defines the current scene where to apply this optimization
  62955. * @param optimizer defines the current optimizer
  62956. * @returns true if everything that can be done was applied
  62957. */
  62958. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  62959. }
  62960. /**
  62961. * Defines an optimization used to increase or decrease the rendering resolution
  62962. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  62963. */
  62964. export class HardwareScalingOptimization extends SceneOptimization {
  62965. /**
  62966. * Defines the priority of this optimization (0 by default which means first in the list)
  62967. */
  62968. priority: number;
  62969. /**
  62970. * Defines the maximum scale to use (2 by default)
  62971. */
  62972. maximumScale: number;
  62973. /**
  62974. * Defines the step to use between two passes (0.5 by default)
  62975. */
  62976. step: number;
  62977. private _currentScale;
  62978. private _directionOffset;
  62979. /**
  62980. * Gets a string describing the action executed by the current optimization
  62981. * @return description string
  62982. */
  62983. getDescription(): string;
  62984. /**
  62985. * Creates the HardwareScalingOptimization object
  62986. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  62987. * @param maximumScale defines the maximum scale to use (2 by default)
  62988. * @param step defines the step to use between two passes (0.5 by default)
  62989. */
  62990. constructor(
  62991. /**
  62992. * Defines the priority of this optimization (0 by default which means first in the list)
  62993. */
  62994. priority?: number,
  62995. /**
  62996. * Defines the maximum scale to use (2 by default)
  62997. */
  62998. maximumScale?: number,
  62999. /**
  63000. * Defines the step to use between two passes (0.5 by default)
  63001. */
  63002. step?: number);
  63003. /**
  63004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63005. * @param scene defines the current scene where to apply this optimization
  63006. * @param optimizer defines the current optimizer
  63007. * @returns true if everything that can be done was applied
  63008. */
  63009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63010. }
  63011. /**
  63012. * Defines an optimization used to remove shadows
  63013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63014. */
  63015. export class ShadowsOptimization extends SceneOptimization {
  63016. /**
  63017. * Gets a string describing the action executed by the current optimization
  63018. * @return description string
  63019. */
  63020. getDescription(): string;
  63021. /**
  63022. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63023. * @param scene defines the current scene where to apply this optimization
  63024. * @param optimizer defines the current optimizer
  63025. * @returns true if everything that can be done was applied
  63026. */
  63027. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63028. }
  63029. /**
  63030. * Defines an optimization used to turn post-processes off
  63031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63032. */
  63033. export class PostProcessesOptimization extends SceneOptimization {
  63034. /**
  63035. * Gets a string describing the action executed by the current optimization
  63036. * @return description string
  63037. */
  63038. getDescription(): string;
  63039. /**
  63040. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63041. * @param scene defines the current scene where to apply this optimization
  63042. * @param optimizer defines the current optimizer
  63043. * @returns true if everything that can be done was applied
  63044. */
  63045. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63046. }
  63047. /**
  63048. * Defines an optimization used to turn lens flares off
  63049. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63050. */
  63051. export class LensFlaresOptimization extends SceneOptimization {
  63052. /**
  63053. * Gets a string describing the action executed by the current optimization
  63054. * @return description string
  63055. */
  63056. getDescription(): string;
  63057. /**
  63058. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63059. * @param scene defines the current scene where to apply this optimization
  63060. * @param optimizer defines the current optimizer
  63061. * @returns true if everything that can be done was applied
  63062. */
  63063. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63064. }
  63065. /**
  63066. * Defines an optimization based on user defined callback.
  63067. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63068. */
  63069. export class CustomOptimization extends SceneOptimization {
  63070. /**
  63071. * Callback called to apply the custom optimization.
  63072. */
  63073. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63074. /**
  63075. * Callback called to get custom description
  63076. */
  63077. onGetDescription: () => string;
  63078. /**
  63079. * Gets a string describing the action executed by the current optimization
  63080. * @returns description string
  63081. */
  63082. getDescription(): string;
  63083. /**
  63084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63085. * @param scene defines the current scene where to apply this optimization
  63086. * @param optimizer defines the current optimizer
  63087. * @returns true if everything that can be done was applied
  63088. */
  63089. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63090. }
  63091. /**
  63092. * Defines an optimization used to turn particles off
  63093. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63094. */
  63095. export class ParticlesOptimization extends SceneOptimization {
  63096. /**
  63097. * Gets a string describing the action executed by the current optimization
  63098. * @return description string
  63099. */
  63100. getDescription(): string;
  63101. /**
  63102. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63103. * @param scene defines the current scene where to apply this optimization
  63104. * @param optimizer defines the current optimizer
  63105. * @returns true if everything that can be done was applied
  63106. */
  63107. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63108. }
  63109. /**
  63110. * Defines an optimization used to turn render targets off
  63111. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63112. */
  63113. export class RenderTargetsOptimization extends SceneOptimization {
  63114. /**
  63115. * Gets a string describing the action executed by the current optimization
  63116. * @return description string
  63117. */
  63118. getDescription(): string;
  63119. /**
  63120. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63121. * @param scene defines the current scene where to apply this optimization
  63122. * @param optimizer defines the current optimizer
  63123. * @returns true if everything that can be done was applied
  63124. */
  63125. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63126. }
  63127. /**
  63128. * Defines an optimization used to merge meshes with compatible materials
  63129. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63130. */
  63131. export class MergeMeshesOptimization extends SceneOptimization {
  63132. private static _UpdateSelectionTree;
  63133. /**
  63134. * Gets or sets a boolean which defines if optimization octree has to be updated
  63135. */
  63136. /**
  63137. * Gets or sets a boolean which defines if optimization octree has to be updated
  63138. */
  63139. static UpdateSelectionTree: boolean;
  63140. /**
  63141. * Gets a string describing the action executed by the current optimization
  63142. * @return description string
  63143. */
  63144. getDescription(): string;
  63145. private _canBeMerged;
  63146. /**
  63147. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63148. * @param scene defines the current scene where to apply this optimization
  63149. * @param optimizer defines the current optimizer
  63150. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63151. * @returns true if everything that can be done was applied
  63152. */
  63153. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63154. }
  63155. /**
  63156. * Defines a list of options used by SceneOptimizer
  63157. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63158. */
  63159. export class SceneOptimizerOptions {
  63160. /**
  63161. * Defines the target frame rate to reach (60 by default)
  63162. */
  63163. targetFrameRate: number;
  63164. /**
  63165. * Defines the interval between two checkes (2000ms by default)
  63166. */
  63167. trackerDuration: number;
  63168. /**
  63169. * Gets the list of optimizations to apply
  63170. */
  63171. optimizations: SceneOptimization[];
  63172. /**
  63173. * Creates a new list of options used by SceneOptimizer
  63174. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63175. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63176. */
  63177. constructor(
  63178. /**
  63179. * Defines the target frame rate to reach (60 by default)
  63180. */
  63181. targetFrameRate?: number,
  63182. /**
  63183. * Defines the interval between two checkes (2000ms by default)
  63184. */
  63185. trackerDuration?: number);
  63186. /**
  63187. * Add a new optimization
  63188. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63189. * @returns the current SceneOptimizerOptions
  63190. */
  63191. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63192. /**
  63193. * Add a new custom optimization
  63194. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63195. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63196. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63197. * @returns the current SceneOptimizerOptions
  63198. */
  63199. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63200. /**
  63201. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63202. * @param targetFrameRate defines the target frame rate (60 by default)
  63203. * @returns a SceneOptimizerOptions object
  63204. */
  63205. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63206. /**
  63207. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63208. * @param targetFrameRate defines the target frame rate (60 by default)
  63209. * @returns a SceneOptimizerOptions object
  63210. */
  63211. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63212. /**
  63213. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63214. * @param targetFrameRate defines the target frame rate (60 by default)
  63215. * @returns a SceneOptimizerOptions object
  63216. */
  63217. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63218. }
  63219. /**
  63220. * Class used to run optimizations in order to reach a target frame rate
  63221. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63222. */
  63223. export class SceneOptimizer implements IDisposable {
  63224. private _isRunning;
  63225. private _options;
  63226. private _scene;
  63227. private _currentPriorityLevel;
  63228. private _targetFrameRate;
  63229. private _trackerDuration;
  63230. private _currentFrameRate;
  63231. private _sceneDisposeObserver;
  63232. private _improvementMode;
  63233. /**
  63234. * Defines an observable called when the optimizer reaches the target frame rate
  63235. */
  63236. onSuccessObservable: Observable<SceneOptimizer>;
  63237. /**
  63238. * Defines an observable called when the optimizer enables an optimization
  63239. */
  63240. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63241. /**
  63242. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63243. */
  63244. onFailureObservable: Observable<SceneOptimizer>;
  63245. /**
  63246. * Gets a boolean indicating if the optimizer is in improvement mode
  63247. */
  63248. readonly isInImprovementMode: boolean;
  63249. /**
  63250. * Gets the current priority level (0 at start)
  63251. */
  63252. readonly currentPriorityLevel: number;
  63253. /**
  63254. * Gets the current frame rate checked by the SceneOptimizer
  63255. */
  63256. readonly currentFrameRate: number;
  63257. /**
  63258. * Gets or sets the current target frame rate (60 by default)
  63259. */
  63260. /**
  63261. * Gets or sets the current target frame rate (60 by default)
  63262. */
  63263. targetFrameRate: number;
  63264. /**
  63265. * Gets or sets the current interval between two checks (every 2000ms by default)
  63266. */
  63267. /**
  63268. * Gets or sets the current interval between two checks (every 2000ms by default)
  63269. */
  63270. trackerDuration: number;
  63271. /**
  63272. * Gets the list of active optimizations
  63273. */
  63274. readonly optimizations: SceneOptimization[];
  63275. /**
  63276. * Creates a new SceneOptimizer
  63277. * @param scene defines the scene to work on
  63278. * @param options defines the options to use with the SceneOptimizer
  63279. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63280. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  63281. */
  63282. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63283. /**
  63284. * Stops the current optimizer
  63285. */
  63286. stop(): void;
  63287. /**
  63288. * Reset the optimizer to initial step (current priority level = 0)
  63289. */
  63290. reset(): void;
  63291. /**
  63292. * Start the optimizer. By default it will try to reach a specific framerate
  63293. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63294. */
  63295. start(): void;
  63296. private _checkCurrentState;
  63297. /**
  63298. * Release all resources
  63299. */
  63300. dispose(): void;
  63301. /**
  63302. * Helper function to create a SceneOptimizer with one single line of code
  63303. * @param scene defines the scene to work on
  63304. * @param options defines the options to use with the SceneOptimizer
  63305. * @param onSuccess defines a callback to call on success
  63306. * @param onFailure defines a callback to call on failure
  63307. * @returns the new SceneOptimizer object
  63308. */
  63309. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63310. }
  63311. }
  63312. declare module "babylonjs/Misc/sceneSerializer" {
  63313. import { Scene } from "babylonjs/scene";
  63314. /**
  63315. * Class used to serialize a scene into a string
  63316. */
  63317. export class SceneSerializer {
  63318. /**
  63319. * Clear cache used by a previous serialization
  63320. */
  63321. static ClearCache(): void;
  63322. /**
  63323. * Serialize a scene into a JSON compatible object
  63324. * @param scene defines the scene to serialize
  63325. * @returns a JSON compatible object
  63326. */
  63327. static Serialize(scene: Scene): any;
  63328. /**
  63329. * Serialize a mesh into a JSON compatible object
  63330. * @param toSerialize defines the mesh to serialize
  63331. * @param withParents defines if parents must be serialized as well
  63332. * @param withChildren defines if children must be serialized as well
  63333. * @returns a JSON compatible object
  63334. */
  63335. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63336. }
  63337. }
  63338. declare module "babylonjs/Misc/textureTools" {
  63339. import { Texture } from "babylonjs/Materials/Textures/texture";
  63340. /**
  63341. * Class used to host texture specific utilities
  63342. */
  63343. export class TextureTools {
  63344. /**
  63345. * Uses the GPU to create a copy texture rescaled at a given size
  63346. * @param texture Texture to copy from
  63347. * @param width defines the desired width
  63348. * @param height defines the desired height
  63349. * @param useBilinearMode defines if bilinear mode has to be used
  63350. * @return the generated texture
  63351. */
  63352. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63353. }
  63354. }
  63355. declare module "babylonjs/Misc/videoRecorder" {
  63356. import { Nullable } from "babylonjs/types";
  63357. import { Engine } from "babylonjs/Engines/engine";
  63358. /**
  63359. * This represents the different options available for the video capture.
  63360. */
  63361. export interface VideoRecorderOptions {
  63362. /** Defines the mime type of the video. */
  63363. mimeType: string;
  63364. /** Defines the FPS the video should be recorded at. */
  63365. fps: number;
  63366. /** Defines the chunk size for the recording data. */
  63367. recordChunckSize: number;
  63368. /** The audio tracks to attach to the recording. */
  63369. audioTracks?: MediaStreamTrack[];
  63370. }
  63371. /**
  63372. * This can help with recording videos from BabylonJS.
  63373. * This is based on the available WebRTC functionalities of the browser.
  63374. *
  63375. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63376. */
  63377. export class VideoRecorder {
  63378. private static readonly _defaultOptions;
  63379. /**
  63380. * Returns whether or not the VideoRecorder is available in your browser.
  63381. * @param engine Defines the Babylon Engine.
  63382. * @returns true if supported otherwise false.
  63383. */
  63384. static IsSupported(engine: Engine): boolean;
  63385. private readonly _options;
  63386. private _canvas;
  63387. private _mediaRecorder;
  63388. private _recordedChunks;
  63389. private _fileName;
  63390. private _resolve;
  63391. private _reject;
  63392. /**
  63393. * True when a recording is already in progress.
  63394. */
  63395. readonly isRecording: boolean;
  63396. /**
  63397. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63398. * @param engine Defines the BabylonJS Engine you wish to record.
  63399. * @param options Defines options that can be used to customize the capture.
  63400. */
  63401. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63402. /**
  63403. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63404. */
  63405. stopRecording(): void;
  63406. /**
  63407. * Starts recording the canvas for a max duration specified in parameters.
  63408. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63409. * If null no automatic download will start and you can rely on the promise to get the data back.
  63410. * @param maxDuration Defines the maximum recording time in seconds.
  63411. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63412. * @return A promise callback at the end of the recording with the video data in Blob.
  63413. */
  63414. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63415. /**
  63416. * Releases internal resources used during the recording.
  63417. */
  63418. dispose(): void;
  63419. private _handleDataAvailable;
  63420. private _handleError;
  63421. private _handleStop;
  63422. }
  63423. }
  63424. declare module "babylonjs/Misc/screenshotTools" {
  63425. import { Camera } from "babylonjs/Cameras/camera";
  63426. import { Engine } from "babylonjs/Engines/engine";
  63427. /**
  63428. * Class containing a set of static utilities functions for screenshots
  63429. */
  63430. export class ScreenshotTools {
  63431. /**
  63432. * Captures a screenshot of the current rendering
  63433. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63434. * @param engine defines the rendering engine
  63435. * @param camera defines the source camera
  63436. * @param size This parameter can be set to a single number or to an object with the
  63437. * following (optional) properties: precision, width, height. If a single number is passed,
  63438. * it will be used for both width and height. If an object is passed, the screenshot size
  63439. * will be derived from the parameters. The precision property is a multiplier allowing
  63440. * rendering at a higher or lower resolution
  63441. * @param successCallback defines the callback receives a single parameter which contains the
  63442. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63443. * src parameter of an <img> to display it
  63444. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63445. * Check your browser for supported MIME types
  63446. */
  63447. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63448. /**
  63449. * Generates an image screenshot from the specified camera.
  63450. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63451. * @param engine The engine to use for rendering
  63452. * @param camera The camera to use for rendering
  63453. * @param size This parameter can be set to a single number or to an object with the
  63454. * following (optional) properties: precision, width, height. If a single number is passed,
  63455. * it will be used for both width and height. If an object is passed, the screenshot size
  63456. * will be derived from the parameters. The precision property is a multiplier allowing
  63457. * rendering at a higher or lower resolution
  63458. * @param successCallback The callback receives a single parameter which contains the
  63459. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63460. * src parameter of an <img> to display it
  63461. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63462. * Check your browser for supported MIME types
  63463. * @param samples Texture samples (default: 1)
  63464. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63465. * @param fileName A name for for the downloaded file.
  63466. */
  63467. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63468. }
  63469. }
  63470. declare module "babylonjs/Misc/index" {
  63471. export * from "babylonjs/Misc/andOrNotEvaluator";
  63472. export * from "babylonjs/Misc/assetsManager";
  63473. export * from "babylonjs/Misc/dds";
  63474. export * from "babylonjs/Misc/decorators";
  63475. export * from "babylonjs/Misc/deferred";
  63476. export * from "babylonjs/Misc/environmentTextureTools";
  63477. export * from "babylonjs/Misc/meshExploder";
  63478. export * from "babylonjs/Misc/filesInput";
  63479. export * from "babylonjs/Misc/HighDynamicRange/index";
  63480. export * from "babylonjs/Misc/khronosTextureContainer";
  63481. export * from "babylonjs/Misc/observable";
  63482. export * from "babylonjs/Misc/performanceMonitor";
  63483. export * from "babylonjs/Misc/promise";
  63484. export * from "babylonjs/Misc/sceneOptimizer";
  63485. export * from "babylonjs/Misc/sceneSerializer";
  63486. export * from "babylonjs/Misc/smartArray";
  63487. export * from "babylonjs/Misc/stringDictionary";
  63488. export * from "babylonjs/Misc/tags";
  63489. export * from "babylonjs/Misc/textureTools";
  63490. export * from "babylonjs/Misc/tga";
  63491. export * from "babylonjs/Misc/tools";
  63492. export * from "babylonjs/Misc/videoRecorder";
  63493. export * from "babylonjs/Misc/virtualJoystick";
  63494. export * from "babylonjs/Misc/workerPool";
  63495. export * from "babylonjs/Misc/logger";
  63496. export * from "babylonjs/Misc/typeStore";
  63497. export * from "babylonjs/Misc/filesInputStore";
  63498. export * from "babylonjs/Misc/deepCopier";
  63499. export * from "babylonjs/Misc/pivotTools";
  63500. export * from "babylonjs/Misc/precisionDate";
  63501. export * from "babylonjs/Misc/screenshotTools";
  63502. export * from "babylonjs/Misc/typeStore";
  63503. export * from "babylonjs/Misc/webRequest";
  63504. export * from "babylonjs/Misc/iInspectable";
  63505. export * from "babylonjs/Misc/brdfTextureTools";
  63506. export * from "babylonjs/Misc/gradients";
  63507. export * from "babylonjs/Misc/perfCounter";
  63508. export * from "babylonjs/Misc/fileRequest";
  63509. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63510. export * from "babylonjs/Misc/retryStrategy";
  63511. export * from "babylonjs/Misc/loadFileError";
  63512. }
  63513. declare module "babylonjs/index" {
  63514. export * from "babylonjs/abstractScene";
  63515. export * from "babylonjs/Actions/index";
  63516. export * from "babylonjs/Animations/index";
  63517. export * from "babylonjs/assetContainer";
  63518. export * from "babylonjs/Audio/index";
  63519. export * from "babylonjs/Behaviors/index";
  63520. export * from "babylonjs/Bones/index";
  63521. export * from "babylonjs/Cameras/index";
  63522. export * from "babylonjs/Collisions/index";
  63523. export * from "babylonjs/Culling/index";
  63524. export * from "babylonjs/Debug/index";
  63525. export * from "babylonjs/Engines/index";
  63526. export * from "babylonjs/Events/index";
  63527. export * from "babylonjs/Gamepads/index";
  63528. export * from "babylonjs/Gizmos/index";
  63529. export * from "babylonjs/Helpers/index";
  63530. export * from "babylonjs/Instrumentation/index";
  63531. export * from "babylonjs/Layers/index";
  63532. export * from "babylonjs/LensFlares/index";
  63533. export * from "babylonjs/Lights/index";
  63534. export * from "babylonjs/Loading/index";
  63535. export * from "babylonjs/Materials/index";
  63536. export * from "babylonjs/Maths/index";
  63537. export * from "babylonjs/Meshes/index";
  63538. export * from "babylonjs/Morph/index";
  63539. export * from "babylonjs/Navigation/index";
  63540. export * from "babylonjs/node";
  63541. export * from "babylonjs/Offline/index";
  63542. export * from "babylonjs/Particles/index";
  63543. export * from "babylonjs/Physics/index";
  63544. export * from "babylonjs/PostProcesses/index";
  63545. export * from "babylonjs/Probes/index";
  63546. export * from "babylonjs/Rendering/index";
  63547. export * from "babylonjs/scene";
  63548. export * from "babylonjs/sceneComponent";
  63549. export * from "babylonjs/Sprites/index";
  63550. export * from "babylonjs/States/index";
  63551. export * from "babylonjs/Misc/index";
  63552. export * from "babylonjs/types";
  63553. }
  63554. declare module "babylonjs/Animations/pathCursor" {
  63555. import { Vector3 } from "babylonjs/Maths/math.vector";
  63556. import { Path2 } from "babylonjs/Maths/math.path";
  63557. /**
  63558. * A cursor which tracks a point on a path
  63559. */
  63560. export class PathCursor {
  63561. private path;
  63562. /**
  63563. * Stores path cursor callbacks for when an onchange event is triggered
  63564. */
  63565. private _onchange;
  63566. /**
  63567. * The value of the path cursor
  63568. */
  63569. value: number;
  63570. /**
  63571. * The animation array of the path cursor
  63572. */
  63573. animations: Animation[];
  63574. /**
  63575. * Initializes the path cursor
  63576. * @param path The path to track
  63577. */
  63578. constructor(path: Path2);
  63579. /**
  63580. * Gets the cursor point on the path
  63581. * @returns A point on the path cursor at the cursor location
  63582. */
  63583. getPoint(): Vector3;
  63584. /**
  63585. * Moves the cursor ahead by the step amount
  63586. * @param step The amount to move the cursor forward
  63587. * @returns This path cursor
  63588. */
  63589. moveAhead(step?: number): PathCursor;
  63590. /**
  63591. * Moves the cursor behind by the step amount
  63592. * @param step The amount to move the cursor back
  63593. * @returns This path cursor
  63594. */
  63595. moveBack(step?: number): PathCursor;
  63596. /**
  63597. * Moves the cursor by the step amount
  63598. * If the step amount is greater than one, an exception is thrown
  63599. * @param step The amount to move the cursor
  63600. * @returns This path cursor
  63601. */
  63602. move(step: number): PathCursor;
  63603. /**
  63604. * Ensures that the value is limited between zero and one
  63605. * @returns This path cursor
  63606. */
  63607. private ensureLimits;
  63608. /**
  63609. * Runs onchange callbacks on change (used by the animation engine)
  63610. * @returns This path cursor
  63611. */
  63612. private raiseOnChange;
  63613. /**
  63614. * Executes a function on change
  63615. * @param f A path cursor onchange callback
  63616. * @returns This path cursor
  63617. */
  63618. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63619. }
  63620. }
  63621. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63622. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63623. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63624. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63625. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63626. }
  63627. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63628. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63629. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63630. }
  63631. declare module "babylonjs/Engines/Processors/index" {
  63632. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63633. export * from "babylonjs/Engines/Processors/Expressions/index";
  63634. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63635. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63636. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63637. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63638. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63639. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63640. }
  63641. declare module "babylonjs/Legacy/legacy" {
  63642. import * as Babylon from "babylonjs/index";
  63643. export * from "babylonjs/index";
  63644. }
  63645. declare module "babylonjs/Shaders/blur.fragment" {
  63646. /** @hidden */
  63647. export var blurPixelShader: {
  63648. name: string;
  63649. shader: string;
  63650. };
  63651. }
  63652. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63653. /** @hidden */
  63654. export var pointCloudVertexDeclaration: {
  63655. name: string;
  63656. shader: string;
  63657. };
  63658. }
  63659. declare module "babylonjs" {
  63660. export * from "babylonjs/Legacy/legacy";
  63661. }
  63662. declare module BABYLON {
  63663. /** Alias type for value that can be null */
  63664. export type Nullable<T> = T | null;
  63665. /**
  63666. * Alias type for number that are floats
  63667. * @ignorenaming
  63668. */
  63669. export type float = number;
  63670. /**
  63671. * Alias type for number that are doubles.
  63672. * @ignorenaming
  63673. */
  63674. export type double = number;
  63675. /**
  63676. * Alias type for number that are integer
  63677. * @ignorenaming
  63678. */
  63679. export type int = number;
  63680. /** Alias type for number array or Float32Array */
  63681. export type FloatArray = number[] | Float32Array;
  63682. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63683. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63684. /**
  63685. * Alias for types that can be used by a Buffer or VertexBuffer.
  63686. */
  63687. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63688. /**
  63689. * Alias type for primitive types
  63690. * @ignorenaming
  63691. */
  63692. type Primitive = undefined | null | boolean | string | number | Function;
  63693. /**
  63694. * Type modifier to make all the properties of an object Readonly
  63695. */
  63696. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63697. /**
  63698. * Type modifier to make all the properties of an object Readonly recursively
  63699. */
  63700. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63701. /** @hidden */
  63702. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63703. }
  63704. /** @hidden */
  63705. /** @hidden */
  63706. type DeepImmutableObject<T> = {
  63707. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63708. };
  63709. }
  63710. declare module BABYLON {
  63711. /**
  63712. * A class serves as a medium between the observable and its observers
  63713. */
  63714. export class EventState {
  63715. /**
  63716. * Create a new EventState
  63717. * @param mask defines the mask associated with this state
  63718. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63719. * @param target defines the original target of the state
  63720. * @param currentTarget defines the current target of the state
  63721. */
  63722. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63723. /**
  63724. * Initialize the current event state
  63725. * @param mask defines the mask associated with this state
  63726. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63727. * @param target defines the original target of the state
  63728. * @param currentTarget defines the current target of the state
  63729. * @returns the current event state
  63730. */
  63731. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63732. /**
  63733. * An Observer can set this property to true to prevent subsequent observers of being notified
  63734. */
  63735. skipNextObservers: boolean;
  63736. /**
  63737. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63738. */
  63739. mask: number;
  63740. /**
  63741. * The object that originally notified the event
  63742. */
  63743. target?: any;
  63744. /**
  63745. * The current object in the bubbling phase
  63746. */
  63747. currentTarget?: any;
  63748. /**
  63749. * This will be populated with the return value of the last function that was executed.
  63750. * If it is the first function in the callback chain it will be the event data.
  63751. */
  63752. lastReturnValue?: any;
  63753. }
  63754. /**
  63755. * Represent an Observer registered to a given Observable object.
  63756. */
  63757. export class Observer<T> {
  63758. /**
  63759. * Defines the callback to call when the observer is notified
  63760. */
  63761. callback: (eventData: T, eventState: EventState) => void;
  63762. /**
  63763. * Defines the mask of the observer (used to filter notifications)
  63764. */
  63765. mask: number;
  63766. /**
  63767. * Defines the current scope used to restore the JS context
  63768. */
  63769. scope: any;
  63770. /** @hidden */
  63771. _willBeUnregistered: boolean;
  63772. /**
  63773. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  63774. */
  63775. unregisterOnNextCall: boolean;
  63776. /**
  63777. * Creates a new observer
  63778. * @param callback defines the callback to call when the observer is notified
  63779. * @param mask defines the mask of the observer (used to filter notifications)
  63780. * @param scope defines the current scope used to restore the JS context
  63781. */
  63782. constructor(
  63783. /**
  63784. * Defines the callback to call when the observer is notified
  63785. */
  63786. callback: (eventData: T, eventState: EventState) => void,
  63787. /**
  63788. * Defines the mask of the observer (used to filter notifications)
  63789. */
  63790. mask: number,
  63791. /**
  63792. * Defines the current scope used to restore the JS context
  63793. */
  63794. scope?: any);
  63795. }
  63796. /**
  63797. * Represent a list of observers registered to multiple Observables object.
  63798. */
  63799. export class MultiObserver<T> {
  63800. private _observers;
  63801. private _observables;
  63802. /**
  63803. * Release associated resources
  63804. */
  63805. dispose(): void;
  63806. /**
  63807. * Raise a callback when one of the observable will notify
  63808. * @param observables defines a list of observables to watch
  63809. * @param callback defines the callback to call on notification
  63810. * @param mask defines the mask used to filter notifications
  63811. * @param scope defines the current scope used to restore the JS context
  63812. * @returns the new MultiObserver
  63813. */
  63814. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  63815. }
  63816. /**
  63817. * The Observable class is a simple implementation of the Observable pattern.
  63818. *
  63819. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  63820. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  63821. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  63822. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  63823. */
  63824. export class Observable<T> {
  63825. private _observers;
  63826. private _eventState;
  63827. private _onObserverAdded;
  63828. /**
  63829. * Gets the list of observers
  63830. */
  63831. readonly observers: Array<Observer<T>>;
  63832. /**
  63833. * Creates a new observable
  63834. * @param onObserverAdded defines a callback to call when a new observer is added
  63835. */
  63836. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  63837. /**
  63838. * Create a new Observer with the specified callback
  63839. * @param callback the callback that will be executed for that Observer
  63840. * @param mask the mask used to filter observers
  63841. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  63842. * @param scope optional scope for the callback to be called from
  63843. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  63844. * @returns the new observer created for the callback
  63845. */
  63846. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  63847. /**
  63848. * Create a new Observer with the specified callback and unregisters after the next notification
  63849. * @param callback the callback that will be executed for that Observer
  63850. * @returns the new observer created for the callback
  63851. */
  63852. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  63853. /**
  63854. * Remove an Observer from the Observable object
  63855. * @param observer the instance of the Observer to remove
  63856. * @returns false if it doesn't belong to this Observable
  63857. */
  63858. remove(observer: Nullable<Observer<T>>): boolean;
  63859. /**
  63860. * Remove a callback from the Observable object
  63861. * @param callback the callback to remove
  63862. * @param scope optional scope. If used only the callbacks with this scope will be removed
  63863. * @returns false if it doesn't belong to this Observable
  63864. */
  63865. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  63866. private _deferUnregister;
  63867. private _remove;
  63868. /**
  63869. * Moves the observable to the top of the observer list making it get called first when notified
  63870. * @param observer the observer to move
  63871. */
  63872. makeObserverTopPriority(observer: Observer<T>): void;
  63873. /**
  63874. * Moves the observable to the bottom of the observer list making it get called last when notified
  63875. * @param observer the observer to move
  63876. */
  63877. makeObserverBottomPriority(observer: Observer<T>): void;
  63878. /**
  63879. * Notify all Observers by calling their respective callback with the given data
  63880. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  63881. * @param eventData defines the data to send to all observers
  63882. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  63883. * @param target defines the original target of the state
  63884. * @param currentTarget defines the current target of the state
  63885. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  63886. */
  63887. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  63888. /**
  63889. * Calling this will execute each callback, expecting it to be a promise or return a value.
  63890. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  63891. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  63892. * and it is crucial that all callbacks will be executed.
  63893. * The order of the callbacks is kept, callbacks are not executed parallel.
  63894. *
  63895. * @param eventData The data to be sent to each callback
  63896. * @param mask is used to filter observers defaults to -1
  63897. * @param target defines the callback target (see EventState)
  63898. * @param currentTarget defines he current object in the bubbling phase
  63899. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  63900. */
  63901. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  63902. /**
  63903. * Notify a specific observer
  63904. * @param observer defines the observer to notify
  63905. * @param eventData defines the data to be sent to each callback
  63906. * @param mask is used to filter observers defaults to -1
  63907. */
  63908. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  63909. /**
  63910. * Gets a boolean indicating if the observable has at least one observer
  63911. * @returns true is the Observable has at least one Observer registered
  63912. */
  63913. hasObservers(): boolean;
  63914. /**
  63915. * Clear the list of observers
  63916. */
  63917. clear(): void;
  63918. /**
  63919. * Clone the current observable
  63920. * @returns a new observable
  63921. */
  63922. clone(): Observable<T>;
  63923. /**
  63924. * Does this observable handles observer registered with a given mask
  63925. * @param mask defines the mask to be tested
  63926. * @return whether or not one observer registered with the given mask is handeled
  63927. **/
  63928. hasSpecificMask(mask?: number): boolean;
  63929. }
  63930. }
  63931. declare module BABYLON {
  63932. /**
  63933. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  63934. * Babylon.js
  63935. */
  63936. export class DomManagement {
  63937. /**
  63938. * Checks if the window object exists
  63939. * @returns true if the window object exists
  63940. */
  63941. static IsWindowObjectExist(): boolean;
  63942. /**
  63943. * Extracts text content from a DOM element hierarchy
  63944. * @param element defines the root element
  63945. * @returns a string
  63946. */
  63947. static GetDOMTextContent(element: HTMLElement): string;
  63948. }
  63949. }
  63950. declare module BABYLON {
  63951. /**
  63952. * Logger used througouht the application to allow configuration of
  63953. * the log level required for the messages.
  63954. */
  63955. export class Logger {
  63956. /**
  63957. * No log
  63958. */
  63959. static readonly NoneLogLevel: number;
  63960. /**
  63961. * Only message logs
  63962. */
  63963. static readonly MessageLogLevel: number;
  63964. /**
  63965. * Only warning logs
  63966. */
  63967. static readonly WarningLogLevel: number;
  63968. /**
  63969. * Only error logs
  63970. */
  63971. static readonly ErrorLogLevel: number;
  63972. /**
  63973. * All logs
  63974. */
  63975. static readonly AllLogLevel: number;
  63976. private static _LogCache;
  63977. /**
  63978. * Gets a value indicating the number of loading errors
  63979. * @ignorenaming
  63980. */
  63981. static errorsCount: number;
  63982. /**
  63983. * Callback called when a new log is added
  63984. */
  63985. static OnNewCacheEntry: (entry: string) => void;
  63986. private static _AddLogEntry;
  63987. private static _FormatMessage;
  63988. private static _LogDisabled;
  63989. private static _LogEnabled;
  63990. private static _WarnDisabled;
  63991. private static _WarnEnabled;
  63992. private static _ErrorDisabled;
  63993. private static _ErrorEnabled;
  63994. /**
  63995. * Log a message to the console
  63996. */
  63997. static Log: (message: string) => void;
  63998. /**
  63999. * Write a warning message to the console
  64000. */
  64001. static Warn: (message: string) => void;
  64002. /**
  64003. * Write an error message to the console
  64004. */
  64005. static Error: (message: string) => void;
  64006. /**
  64007. * Gets current log cache (list of logs)
  64008. */
  64009. static readonly LogCache: string;
  64010. /**
  64011. * Clears the log cache
  64012. */
  64013. static ClearLogCache(): void;
  64014. /**
  64015. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64016. */
  64017. static LogLevels: number;
  64018. }
  64019. }
  64020. declare module BABYLON {
  64021. /** @hidden */
  64022. export class _TypeStore {
  64023. /** @hidden */
  64024. static RegisteredTypes: {
  64025. [key: string]: Object;
  64026. };
  64027. /** @hidden */
  64028. static GetClass(fqdn: string): any;
  64029. }
  64030. }
  64031. declare module BABYLON {
  64032. /**
  64033. * Class containing a set of static utilities functions for deep copy.
  64034. */
  64035. export class DeepCopier {
  64036. /**
  64037. * Tries to copy an object by duplicating every property
  64038. * @param source defines the source object
  64039. * @param destination defines the target object
  64040. * @param doNotCopyList defines a list of properties to avoid
  64041. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64042. */
  64043. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64044. }
  64045. }
  64046. declare module BABYLON {
  64047. /**
  64048. * Class containing a set of static utilities functions for precision date
  64049. */
  64050. export class PrecisionDate {
  64051. /**
  64052. * Gets either window.performance.now() if supported or Date.now() else
  64053. */
  64054. static readonly Now: number;
  64055. }
  64056. }
  64057. declare module BABYLON {
  64058. /** @hidden */
  64059. export class _DevTools {
  64060. static WarnImport(name: string): string;
  64061. }
  64062. }
  64063. declare module BABYLON {
  64064. /**
  64065. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64066. */
  64067. export class WebRequest {
  64068. private _xhr;
  64069. /**
  64070. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64071. * i.e. when loading files, where the server/service expects an Authorization header
  64072. */
  64073. static CustomRequestHeaders: {
  64074. [key: string]: string;
  64075. };
  64076. /**
  64077. * Add callback functions in this array to update all the requests before they get sent to the network
  64078. */
  64079. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64080. private _injectCustomRequestHeaders;
  64081. /**
  64082. * Gets or sets a function to be called when loading progress changes
  64083. */
  64084. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64085. /**
  64086. * Returns client's state
  64087. */
  64088. readonly readyState: number;
  64089. /**
  64090. * Returns client's status
  64091. */
  64092. readonly status: number;
  64093. /**
  64094. * Returns client's status as a text
  64095. */
  64096. readonly statusText: string;
  64097. /**
  64098. * Returns client's response
  64099. */
  64100. readonly response: any;
  64101. /**
  64102. * Returns client's response url
  64103. */
  64104. readonly responseURL: string;
  64105. /**
  64106. * Returns client's response as text
  64107. */
  64108. readonly responseText: string;
  64109. /**
  64110. * Gets or sets the expected response type
  64111. */
  64112. responseType: XMLHttpRequestResponseType;
  64113. /** @hidden */
  64114. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64115. /** @hidden */
  64116. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64117. /**
  64118. * Cancels any network activity
  64119. */
  64120. abort(): void;
  64121. /**
  64122. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64123. * @param body defines an optional request body
  64124. */
  64125. send(body?: Document | BodyInit | null): void;
  64126. /**
  64127. * Sets the request method, request URL
  64128. * @param method defines the method to use (GET, POST, etc..)
  64129. * @param url defines the url to connect with
  64130. */
  64131. open(method: string, url: string): void;
  64132. }
  64133. }
  64134. declare module BABYLON {
  64135. /**
  64136. * File request interface
  64137. */
  64138. export interface IFileRequest {
  64139. /**
  64140. * Raised when the request is complete (success or error).
  64141. */
  64142. onCompleteObservable: Observable<IFileRequest>;
  64143. /**
  64144. * Aborts the request for a file.
  64145. */
  64146. abort: () => void;
  64147. }
  64148. }
  64149. declare module BABYLON {
  64150. /**
  64151. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64152. */
  64153. export class PerformanceMonitor {
  64154. private _enabled;
  64155. private _rollingFrameTime;
  64156. private _lastFrameTimeMs;
  64157. /**
  64158. * constructor
  64159. * @param frameSampleSize The number of samples required to saturate the sliding window
  64160. */
  64161. constructor(frameSampleSize?: number);
  64162. /**
  64163. * Samples current frame
  64164. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64165. */
  64166. sampleFrame(timeMs?: number): void;
  64167. /**
  64168. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64169. */
  64170. readonly averageFrameTime: number;
  64171. /**
  64172. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64173. */
  64174. readonly averageFrameTimeVariance: number;
  64175. /**
  64176. * Returns the frame time of the most recent frame
  64177. */
  64178. readonly instantaneousFrameTime: number;
  64179. /**
  64180. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64181. */
  64182. readonly averageFPS: number;
  64183. /**
  64184. * Returns the average framerate in frames per second using the most recent frame time
  64185. */
  64186. readonly instantaneousFPS: number;
  64187. /**
  64188. * Returns true if enough samples have been taken to completely fill the sliding window
  64189. */
  64190. readonly isSaturated: boolean;
  64191. /**
  64192. * Enables contributions to the sliding window sample set
  64193. */
  64194. enable(): void;
  64195. /**
  64196. * Disables contributions to the sliding window sample set
  64197. * Samples will not be interpolated over the disabled period
  64198. */
  64199. disable(): void;
  64200. /**
  64201. * Returns true if sampling is enabled
  64202. */
  64203. readonly isEnabled: boolean;
  64204. /**
  64205. * Resets performance monitor
  64206. */
  64207. reset(): void;
  64208. }
  64209. /**
  64210. * RollingAverage
  64211. *
  64212. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64213. */
  64214. export class RollingAverage {
  64215. /**
  64216. * Current average
  64217. */
  64218. average: number;
  64219. /**
  64220. * Current variance
  64221. */
  64222. variance: number;
  64223. protected _samples: Array<number>;
  64224. protected _sampleCount: number;
  64225. protected _pos: number;
  64226. protected _m2: number;
  64227. /**
  64228. * constructor
  64229. * @param length The number of samples required to saturate the sliding window
  64230. */
  64231. constructor(length: number);
  64232. /**
  64233. * Adds a sample to the sample set
  64234. * @param v The sample value
  64235. */
  64236. add(v: number): void;
  64237. /**
  64238. * Returns previously added values or null if outside of history or outside the sliding window domain
  64239. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64240. * @return Value previously recorded with add() or null if outside of range
  64241. */
  64242. history(i: number): number;
  64243. /**
  64244. * Returns true if enough samples have been taken to completely fill the sliding window
  64245. * @return true if sample-set saturated
  64246. */
  64247. isSaturated(): boolean;
  64248. /**
  64249. * Resets the rolling average (equivalent to 0 samples taken so far)
  64250. */
  64251. reset(): void;
  64252. /**
  64253. * Wraps a value around the sample range boundaries
  64254. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64255. * @return Wrapped position in sample range
  64256. */
  64257. protected _wrapPosition(i: number): number;
  64258. }
  64259. }
  64260. declare module BABYLON {
  64261. /**
  64262. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64263. * The underlying implementation relies on an associative array to ensure the best performances.
  64264. * The value can be anything including 'null' but except 'undefined'
  64265. */
  64266. export class StringDictionary<T> {
  64267. /**
  64268. * This will clear this dictionary and copy the content from the 'source' one.
  64269. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64270. * @param source the dictionary to take the content from and copy to this dictionary
  64271. */
  64272. copyFrom(source: StringDictionary<T>): void;
  64273. /**
  64274. * Get a value based from its key
  64275. * @param key the given key to get the matching value from
  64276. * @return the value if found, otherwise undefined is returned
  64277. */
  64278. get(key: string): T | undefined;
  64279. /**
  64280. * Get a value from its key or add it if it doesn't exist.
  64281. * This method will ensure you that a given key/data will be present in the dictionary.
  64282. * @param key the given key to get the matching value from
  64283. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64284. * The factory will only be invoked if there's no data for the given key.
  64285. * @return the value corresponding to the key.
  64286. */
  64287. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64288. /**
  64289. * Get a value from its key if present in the dictionary otherwise add it
  64290. * @param key the key to get the value from
  64291. * @param val if there's no such key/value pair in the dictionary add it with this value
  64292. * @return the value corresponding to the key
  64293. */
  64294. getOrAdd(key: string, val: T): T;
  64295. /**
  64296. * Check if there's a given key in the dictionary
  64297. * @param key the key to check for
  64298. * @return true if the key is present, false otherwise
  64299. */
  64300. contains(key: string): boolean;
  64301. /**
  64302. * Add a new key and its corresponding value
  64303. * @param key the key to add
  64304. * @param value the value corresponding to the key
  64305. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  64306. */
  64307. add(key: string, value: T): boolean;
  64308. /**
  64309. * Update a specific value associated to a key
  64310. * @param key defines the key to use
  64311. * @param value defines the value to store
  64312. * @returns true if the value was updated (or false if the key was not found)
  64313. */
  64314. set(key: string, value: T): boolean;
  64315. /**
  64316. * Get the element of the given key and remove it from the dictionary
  64317. * @param key defines the key to search
  64318. * @returns the value associated with the key or null if not found
  64319. */
  64320. getAndRemove(key: string): Nullable<T>;
  64321. /**
  64322. * Remove a key/value from the dictionary.
  64323. * @param key the key to remove
  64324. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64325. */
  64326. remove(key: string): boolean;
  64327. /**
  64328. * Clear the whole content of the dictionary
  64329. */
  64330. clear(): void;
  64331. /**
  64332. * Gets the current count
  64333. */
  64334. readonly count: number;
  64335. /**
  64336. * Execute a callback on each key/val of the dictionary.
  64337. * Note that you can remove any element in this dictionary in the callback implementation
  64338. * @param callback the callback to execute on a given key/value pair
  64339. */
  64340. forEach(callback: (key: string, val: T) => void): void;
  64341. /**
  64342. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64343. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64344. * Note that you can remove any element in this dictionary in the callback implementation
  64345. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64346. * @returns the first item
  64347. */
  64348. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64349. private _count;
  64350. private _data;
  64351. }
  64352. }
  64353. declare module BABYLON {
  64354. /**
  64355. * Class used to store gfx data (like WebGLBuffer)
  64356. */
  64357. export class DataBuffer {
  64358. /**
  64359. * Gets or sets the number of objects referencing this buffer
  64360. */
  64361. references: number;
  64362. /** Gets or sets the size of the underlying buffer */
  64363. capacity: number;
  64364. /**
  64365. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64366. */
  64367. is32Bits: boolean;
  64368. /**
  64369. * Gets the underlying buffer
  64370. */
  64371. readonly underlyingResource: any;
  64372. }
  64373. }
  64374. declare module BABYLON {
  64375. /**
  64376. * Class used to store data that will be store in GPU memory
  64377. */
  64378. export class Buffer {
  64379. private _engine;
  64380. private _buffer;
  64381. /** @hidden */
  64382. _data: Nullable<DataArray>;
  64383. private _updatable;
  64384. private _instanced;
  64385. /**
  64386. * Gets the byte stride.
  64387. */
  64388. readonly byteStride: number;
  64389. /**
  64390. * Constructor
  64391. * @param engine the engine
  64392. * @param data the data to use for this buffer
  64393. * @param updatable whether the data is updatable
  64394. * @param stride the stride (optional)
  64395. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64396. * @param instanced whether the buffer is instanced (optional)
  64397. * @param useBytes set to true if the stride in in bytes (optional)
  64398. */
  64399. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64400. /**
  64401. * Create a new VertexBuffer based on the current buffer
  64402. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64403. * @param offset defines offset in the buffer (0 by default)
  64404. * @param size defines the size in floats of attributes (position is 3 for instance)
  64405. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64406. * @param instanced defines if the vertex buffer contains indexed data
  64407. * @param useBytes defines if the offset and stride are in bytes
  64408. * @returns the new vertex buffer
  64409. */
  64410. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64411. /**
  64412. * Gets a boolean indicating if the Buffer is updatable?
  64413. * @returns true if the buffer is updatable
  64414. */
  64415. isUpdatable(): boolean;
  64416. /**
  64417. * Gets current buffer's data
  64418. * @returns a DataArray or null
  64419. */
  64420. getData(): Nullable<DataArray>;
  64421. /**
  64422. * Gets underlying native buffer
  64423. * @returns underlying native buffer
  64424. */
  64425. getBuffer(): Nullable<DataBuffer>;
  64426. /**
  64427. * Gets the stride in float32 units (i.e. byte stride / 4).
  64428. * May not be an integer if the byte stride is not divisible by 4.
  64429. * DEPRECATED. Use byteStride instead.
  64430. * @returns the stride in float32 units
  64431. */
  64432. getStrideSize(): number;
  64433. /**
  64434. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64435. * @param data defines the data to store
  64436. */
  64437. create(data?: Nullable<DataArray>): void;
  64438. /** @hidden */
  64439. _rebuild(): void;
  64440. /**
  64441. * Update current buffer data
  64442. * @param data defines the data to store
  64443. */
  64444. update(data: DataArray): void;
  64445. /**
  64446. * Updates the data directly.
  64447. * @param data the new data
  64448. * @param offset the new offset
  64449. * @param vertexCount the vertex count (optional)
  64450. * @param useBytes set to true if the offset is in bytes
  64451. */
  64452. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64453. /**
  64454. * Release all resources
  64455. */
  64456. dispose(): void;
  64457. }
  64458. /**
  64459. * Specialized buffer used to store vertex data
  64460. */
  64461. export class VertexBuffer {
  64462. /** @hidden */
  64463. _buffer: Buffer;
  64464. private _kind;
  64465. private _size;
  64466. private _ownsBuffer;
  64467. private _instanced;
  64468. private _instanceDivisor;
  64469. /**
  64470. * The byte type.
  64471. */
  64472. static readonly BYTE: number;
  64473. /**
  64474. * The unsigned byte type.
  64475. */
  64476. static readonly UNSIGNED_BYTE: number;
  64477. /**
  64478. * The short type.
  64479. */
  64480. static readonly SHORT: number;
  64481. /**
  64482. * The unsigned short type.
  64483. */
  64484. static readonly UNSIGNED_SHORT: number;
  64485. /**
  64486. * The integer type.
  64487. */
  64488. static readonly INT: number;
  64489. /**
  64490. * The unsigned integer type.
  64491. */
  64492. static readonly UNSIGNED_INT: number;
  64493. /**
  64494. * The float type.
  64495. */
  64496. static readonly FLOAT: number;
  64497. /**
  64498. * Gets or sets the instance divisor when in instanced mode
  64499. */
  64500. instanceDivisor: number;
  64501. /**
  64502. * Gets the byte stride.
  64503. */
  64504. readonly byteStride: number;
  64505. /**
  64506. * Gets the byte offset.
  64507. */
  64508. readonly byteOffset: number;
  64509. /**
  64510. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64511. */
  64512. readonly normalized: boolean;
  64513. /**
  64514. * Gets the data type of each component in the array.
  64515. */
  64516. readonly type: number;
  64517. /**
  64518. * Constructor
  64519. * @param engine the engine
  64520. * @param data the data to use for this vertex buffer
  64521. * @param kind the vertex buffer kind
  64522. * @param updatable whether the data is updatable
  64523. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64524. * @param stride the stride (optional)
  64525. * @param instanced whether the buffer is instanced (optional)
  64526. * @param offset the offset of the data (optional)
  64527. * @param size the number of components (optional)
  64528. * @param type the type of the component (optional)
  64529. * @param normalized whether the data contains normalized data (optional)
  64530. * @param useBytes set to true if stride and offset are in bytes (optional)
  64531. */
  64532. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  64533. /** @hidden */
  64534. _rebuild(): void;
  64535. /**
  64536. * Returns the kind of the VertexBuffer (string)
  64537. * @returns a string
  64538. */
  64539. getKind(): string;
  64540. /**
  64541. * Gets a boolean indicating if the VertexBuffer is updatable?
  64542. * @returns true if the buffer is updatable
  64543. */
  64544. isUpdatable(): boolean;
  64545. /**
  64546. * Gets current buffer's data
  64547. * @returns a DataArray or null
  64548. */
  64549. getData(): Nullable<DataArray>;
  64550. /**
  64551. * Gets underlying native buffer
  64552. * @returns underlying native buffer
  64553. */
  64554. getBuffer(): Nullable<DataBuffer>;
  64555. /**
  64556. * Gets the stride in float32 units (i.e. byte stride / 4).
  64557. * May not be an integer if the byte stride is not divisible by 4.
  64558. * DEPRECATED. Use byteStride instead.
  64559. * @returns the stride in float32 units
  64560. */
  64561. getStrideSize(): number;
  64562. /**
  64563. * Returns the offset as a multiple of the type byte length.
  64564. * DEPRECATED. Use byteOffset instead.
  64565. * @returns the offset in bytes
  64566. */
  64567. getOffset(): number;
  64568. /**
  64569. * Returns the number of components per vertex attribute (integer)
  64570. * @returns the size in float
  64571. */
  64572. getSize(): number;
  64573. /**
  64574. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64575. * @returns true if this buffer is instanced
  64576. */
  64577. getIsInstanced(): boolean;
  64578. /**
  64579. * Returns the instancing divisor, zero for non-instanced (integer).
  64580. * @returns a number
  64581. */
  64582. getInstanceDivisor(): number;
  64583. /**
  64584. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64585. * @param data defines the data to store
  64586. */
  64587. create(data?: DataArray): void;
  64588. /**
  64589. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64590. * This function will create a new buffer if the current one is not updatable
  64591. * @param data defines the data to store
  64592. */
  64593. update(data: DataArray): void;
  64594. /**
  64595. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64596. * Returns the directly updated WebGLBuffer.
  64597. * @param data the new data
  64598. * @param offset the new offset
  64599. * @param useBytes set to true if the offset is in bytes
  64600. */
  64601. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64602. /**
  64603. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64604. */
  64605. dispose(): void;
  64606. /**
  64607. * Enumerates each value of this vertex buffer as numbers.
  64608. * @param count the number of values to enumerate
  64609. * @param callback the callback function called for each value
  64610. */
  64611. forEach(count: number, callback: (value: number, index: number) => void): void;
  64612. /**
  64613. * Positions
  64614. */
  64615. static readonly PositionKind: string;
  64616. /**
  64617. * Normals
  64618. */
  64619. static readonly NormalKind: string;
  64620. /**
  64621. * Tangents
  64622. */
  64623. static readonly TangentKind: string;
  64624. /**
  64625. * Texture coordinates
  64626. */
  64627. static readonly UVKind: string;
  64628. /**
  64629. * Texture coordinates 2
  64630. */
  64631. static readonly UV2Kind: string;
  64632. /**
  64633. * Texture coordinates 3
  64634. */
  64635. static readonly UV3Kind: string;
  64636. /**
  64637. * Texture coordinates 4
  64638. */
  64639. static readonly UV4Kind: string;
  64640. /**
  64641. * Texture coordinates 5
  64642. */
  64643. static readonly UV5Kind: string;
  64644. /**
  64645. * Texture coordinates 6
  64646. */
  64647. static readonly UV6Kind: string;
  64648. /**
  64649. * Colors
  64650. */
  64651. static readonly ColorKind: string;
  64652. /**
  64653. * Matrix indices (for bones)
  64654. */
  64655. static readonly MatricesIndicesKind: string;
  64656. /**
  64657. * Matrix weights (for bones)
  64658. */
  64659. static readonly MatricesWeightsKind: string;
  64660. /**
  64661. * Additional matrix indices (for bones)
  64662. */
  64663. static readonly MatricesIndicesExtraKind: string;
  64664. /**
  64665. * Additional matrix weights (for bones)
  64666. */
  64667. static readonly MatricesWeightsExtraKind: string;
  64668. /**
  64669. * Deduces the stride given a kind.
  64670. * @param kind The kind string to deduce
  64671. * @returns The deduced stride
  64672. */
  64673. static DeduceStride(kind: string): number;
  64674. /**
  64675. * Gets the byte length of the given type.
  64676. * @param type the type
  64677. * @returns the number of bytes
  64678. */
  64679. static GetTypeByteLength(type: number): number;
  64680. /**
  64681. * Enumerates each value of the given parameters as numbers.
  64682. * @param data the data to enumerate
  64683. * @param byteOffset the byte offset of the data
  64684. * @param byteStride the byte stride of the data
  64685. * @param componentCount the number of components per element
  64686. * @param componentType the type of the component
  64687. * @param count the number of values to enumerate
  64688. * @param normalized whether the data is normalized
  64689. * @param callback the callback function called for each value
  64690. */
  64691. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64692. private static _GetFloatValue;
  64693. }
  64694. }
  64695. declare module BABYLON {
  64696. /**
  64697. * Scalar computation library
  64698. */
  64699. export class Scalar {
  64700. /**
  64701. * Two pi constants convenient for computation.
  64702. */
  64703. static TwoPi: number;
  64704. /**
  64705. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64706. * @param a number
  64707. * @param b number
  64708. * @param epsilon (default = 1.401298E-45)
  64709. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64710. */
  64711. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64712. /**
  64713. * Returns a string : the upper case translation of the number i to hexadecimal.
  64714. * @param i number
  64715. * @returns the upper case translation of the number i to hexadecimal.
  64716. */
  64717. static ToHex(i: number): string;
  64718. /**
  64719. * Returns -1 if value is negative and +1 is value is positive.
  64720. * @param value the value
  64721. * @returns the value itself if it's equal to zero.
  64722. */
  64723. static Sign(value: number): number;
  64724. /**
  64725. * Returns the value itself if it's between min and max.
  64726. * Returns min if the value is lower than min.
  64727. * Returns max if the value is greater than max.
  64728. * @param value the value to clmap
  64729. * @param min the min value to clamp to (default: 0)
  64730. * @param max the max value to clamp to (default: 1)
  64731. * @returns the clamped value
  64732. */
  64733. static Clamp(value: number, min?: number, max?: number): number;
  64734. /**
  64735. * the log2 of value.
  64736. * @param value the value to compute log2 of
  64737. * @returns the log2 of value.
  64738. */
  64739. static Log2(value: number): number;
  64740. /**
  64741. * Loops the value, so that it is never larger than length and never smaller than 0.
  64742. *
  64743. * This is similar to the modulo operator but it works with floating point numbers.
  64744. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64745. * With t = 5 and length = 2.5, the result would be 0.0.
  64746. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64747. * @param value the value
  64748. * @param length the length
  64749. * @returns the looped value
  64750. */
  64751. static Repeat(value: number, length: number): number;
  64752. /**
  64753. * Normalize the value between 0.0 and 1.0 using min and max values
  64754. * @param value value to normalize
  64755. * @param min max to normalize between
  64756. * @param max min to normalize between
  64757. * @returns the normalized value
  64758. */
  64759. static Normalize(value: number, min: number, max: number): number;
  64760. /**
  64761. * Denormalize the value from 0.0 and 1.0 using min and max values
  64762. * @param normalized value to denormalize
  64763. * @param min max to denormalize between
  64764. * @param max min to denormalize between
  64765. * @returns the denormalized value
  64766. */
  64767. static Denormalize(normalized: number, min: number, max: number): number;
  64768. /**
  64769. * Calculates the shortest difference between two given angles given in degrees.
  64770. * @param current current angle in degrees
  64771. * @param target target angle in degrees
  64772. * @returns the delta
  64773. */
  64774. static DeltaAngle(current: number, target: number): number;
  64775. /**
  64776. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  64777. * @param tx value
  64778. * @param length length
  64779. * @returns The returned value will move back and forth between 0 and length
  64780. */
  64781. static PingPong(tx: number, length: number): number;
  64782. /**
  64783. * Interpolates between min and max with smoothing at the limits.
  64784. *
  64785. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  64786. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  64787. * @param from from
  64788. * @param to to
  64789. * @param tx value
  64790. * @returns the smooth stepped value
  64791. */
  64792. static SmoothStep(from: number, to: number, tx: number): number;
  64793. /**
  64794. * Moves a value current towards target.
  64795. *
  64796. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  64797. * Negative values of maxDelta pushes the value away from target.
  64798. * @param current current value
  64799. * @param target target value
  64800. * @param maxDelta max distance to move
  64801. * @returns resulting value
  64802. */
  64803. static MoveTowards(current: number, target: number, maxDelta: number): number;
  64804. /**
  64805. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64806. *
  64807. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  64808. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  64809. * @param current current value
  64810. * @param target target value
  64811. * @param maxDelta max distance to move
  64812. * @returns resulting angle
  64813. */
  64814. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  64815. /**
  64816. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  64817. * @param start start value
  64818. * @param end target value
  64819. * @param amount amount to lerp between
  64820. * @returns the lerped value
  64821. */
  64822. static Lerp(start: number, end: number, amount: number): number;
  64823. /**
  64824. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  64825. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  64826. * @param start start value
  64827. * @param end target value
  64828. * @param amount amount to lerp between
  64829. * @returns the lerped value
  64830. */
  64831. static LerpAngle(start: number, end: number, amount: number): number;
  64832. /**
  64833. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  64834. * @param a start value
  64835. * @param b target value
  64836. * @param value value between a and b
  64837. * @returns the inverseLerp value
  64838. */
  64839. static InverseLerp(a: number, b: number, value: number): number;
  64840. /**
  64841. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  64842. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  64843. * @param value1 spline value
  64844. * @param tangent1 spline value
  64845. * @param value2 spline value
  64846. * @param tangent2 spline value
  64847. * @param amount input value
  64848. * @returns hermite result
  64849. */
  64850. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  64851. /**
  64852. * Returns a random float number between and min and max values
  64853. * @param min min value of random
  64854. * @param max max value of random
  64855. * @returns random value
  64856. */
  64857. static RandomRange(min: number, max: number): number;
  64858. /**
  64859. * This function returns percentage of a number in a given range.
  64860. *
  64861. * RangeToPercent(40,20,60) will return 0.5 (50%)
  64862. * RangeToPercent(34,0,100) will return 0.34 (34%)
  64863. * @param number to convert to percentage
  64864. * @param min min range
  64865. * @param max max range
  64866. * @returns the percentage
  64867. */
  64868. static RangeToPercent(number: number, min: number, max: number): number;
  64869. /**
  64870. * This function returns number that corresponds to the percentage in a given range.
  64871. *
  64872. * PercentToRange(0.34,0,100) will return 34.
  64873. * @param percent to convert to number
  64874. * @param min min range
  64875. * @param max max range
  64876. * @returns the number
  64877. */
  64878. static PercentToRange(percent: number, min: number, max: number): number;
  64879. /**
  64880. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  64881. * @param angle The angle to normalize in radian.
  64882. * @return The converted angle.
  64883. */
  64884. static NormalizeRadians(angle: number): number;
  64885. }
  64886. }
  64887. declare module BABYLON {
  64888. /**
  64889. * Constant used to convert a value to gamma space
  64890. * @ignorenaming
  64891. */
  64892. export const ToGammaSpace: number;
  64893. /**
  64894. * Constant used to convert a value to linear space
  64895. * @ignorenaming
  64896. */
  64897. export const ToLinearSpace = 2.2;
  64898. /**
  64899. * Constant used to define the minimal number value in Babylon.js
  64900. * @ignorenaming
  64901. */
  64902. let Epsilon: number;
  64903. }
  64904. declare module BABYLON {
  64905. /**
  64906. * Class used to represent a viewport on screen
  64907. */
  64908. export class Viewport {
  64909. /** viewport left coordinate */
  64910. x: number;
  64911. /** viewport top coordinate */
  64912. y: number;
  64913. /**viewport width */
  64914. width: number;
  64915. /** viewport height */
  64916. height: number;
  64917. /**
  64918. * Creates a Viewport object located at (x, y) and sized (width, height)
  64919. * @param x defines viewport left coordinate
  64920. * @param y defines viewport top coordinate
  64921. * @param width defines the viewport width
  64922. * @param height defines the viewport height
  64923. */
  64924. constructor(
  64925. /** viewport left coordinate */
  64926. x: number,
  64927. /** viewport top coordinate */
  64928. y: number,
  64929. /**viewport width */
  64930. width: number,
  64931. /** viewport height */
  64932. height: number);
  64933. /**
  64934. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  64935. * @param renderWidth defines the rendering width
  64936. * @param renderHeight defines the rendering height
  64937. * @returns a new Viewport
  64938. */
  64939. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  64940. /**
  64941. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  64942. * @param renderWidth defines the rendering width
  64943. * @param renderHeight defines the rendering height
  64944. * @param ref defines the target viewport
  64945. * @returns the current viewport
  64946. */
  64947. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  64948. /**
  64949. * Returns a new Viewport copied from the current one
  64950. * @returns a new Viewport
  64951. */
  64952. clone(): Viewport;
  64953. }
  64954. }
  64955. declare module BABYLON {
  64956. /**
  64957. * Class containing a set of static utilities functions for arrays.
  64958. */
  64959. export class ArrayTools {
  64960. /**
  64961. * Returns an array of the given size filled with element built from the given constructor and the paramters
  64962. * @param size the number of element to construct and put in the array
  64963. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  64964. * @returns a new array filled with new objects
  64965. */
  64966. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  64967. }
  64968. }
  64969. declare module BABYLON {
  64970. /**
  64971. * @hidden
  64972. */
  64973. export interface IColor4Like {
  64974. r: float;
  64975. g: float;
  64976. b: float;
  64977. a: float;
  64978. }
  64979. /**
  64980. * @hidden
  64981. */
  64982. export interface IColor3Like {
  64983. r: float;
  64984. g: float;
  64985. b: float;
  64986. }
  64987. /**
  64988. * @hidden
  64989. */
  64990. export interface IVector4Like {
  64991. x: float;
  64992. y: float;
  64993. z: float;
  64994. w: float;
  64995. }
  64996. /**
  64997. * @hidden
  64998. */
  64999. export interface IVector3Like {
  65000. x: float;
  65001. y: float;
  65002. z: float;
  65003. }
  65004. /**
  65005. * @hidden
  65006. */
  65007. export interface IVector2Like {
  65008. x: float;
  65009. y: float;
  65010. }
  65011. /**
  65012. * @hidden
  65013. */
  65014. export interface IMatrixLike {
  65015. toArray(): DeepImmutable<Float32Array>;
  65016. updateFlag: int;
  65017. }
  65018. /**
  65019. * @hidden
  65020. */
  65021. export interface IViewportLike {
  65022. x: float;
  65023. y: float;
  65024. width: float;
  65025. height: float;
  65026. }
  65027. /**
  65028. * @hidden
  65029. */
  65030. export interface IPlaneLike {
  65031. normal: IVector3Like;
  65032. d: float;
  65033. normalize(): void;
  65034. }
  65035. }
  65036. declare module BABYLON {
  65037. /**
  65038. * Class representing a vector containing 2 coordinates
  65039. */
  65040. export class Vector2 {
  65041. /** defines the first coordinate */
  65042. x: number;
  65043. /** defines the second coordinate */
  65044. y: number;
  65045. /**
  65046. * Creates a new Vector2 from the given x and y coordinates
  65047. * @param x defines the first coordinate
  65048. * @param y defines the second coordinate
  65049. */
  65050. constructor(
  65051. /** defines the first coordinate */
  65052. x?: number,
  65053. /** defines the second coordinate */
  65054. y?: number);
  65055. /**
  65056. * Gets a string with the Vector2 coordinates
  65057. * @returns a string with the Vector2 coordinates
  65058. */
  65059. toString(): string;
  65060. /**
  65061. * Gets class name
  65062. * @returns the string "Vector2"
  65063. */
  65064. getClassName(): string;
  65065. /**
  65066. * Gets current vector hash code
  65067. * @returns the Vector2 hash code as a number
  65068. */
  65069. getHashCode(): number;
  65070. /**
  65071. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65072. * @param array defines the source array
  65073. * @param index defines the offset in source array
  65074. * @returns the current Vector2
  65075. */
  65076. toArray(array: FloatArray, index?: number): Vector2;
  65077. /**
  65078. * Copy the current vector to an array
  65079. * @returns a new array with 2 elements: the Vector2 coordinates.
  65080. */
  65081. asArray(): number[];
  65082. /**
  65083. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65084. * @param source defines the source Vector2
  65085. * @returns the current updated Vector2
  65086. */
  65087. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65088. /**
  65089. * Sets the Vector2 coordinates with the given floats
  65090. * @param x defines the first coordinate
  65091. * @param y defines the second coordinate
  65092. * @returns the current updated Vector2
  65093. */
  65094. copyFromFloats(x: number, y: number): Vector2;
  65095. /**
  65096. * Sets the Vector2 coordinates with the given floats
  65097. * @param x defines the first coordinate
  65098. * @param y defines the second coordinate
  65099. * @returns the current updated Vector2
  65100. */
  65101. set(x: number, y: number): Vector2;
  65102. /**
  65103. * Add another vector with the current one
  65104. * @param otherVector defines the other vector
  65105. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65106. */
  65107. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65108. /**
  65109. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65110. * @param otherVector defines the other vector
  65111. * @param result defines the target vector
  65112. * @returns the unmodified current Vector2
  65113. */
  65114. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65115. /**
  65116. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65117. * @param otherVector defines the other vector
  65118. * @returns the current updated Vector2
  65119. */
  65120. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65121. /**
  65122. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65123. * @param otherVector defines the other vector
  65124. * @returns a new Vector2
  65125. */
  65126. addVector3(otherVector: Vector3): Vector2;
  65127. /**
  65128. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65129. * @param otherVector defines the other vector
  65130. * @returns a new Vector2
  65131. */
  65132. subtract(otherVector: Vector2): Vector2;
  65133. /**
  65134. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65135. * @param otherVector defines the other vector
  65136. * @param result defines the target vector
  65137. * @returns the unmodified current Vector2
  65138. */
  65139. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65140. /**
  65141. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65142. * @param otherVector defines the other vector
  65143. * @returns the current updated Vector2
  65144. */
  65145. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65146. /**
  65147. * Multiplies in place the current Vector2 coordinates by the given ones
  65148. * @param otherVector defines the other vector
  65149. * @returns the current updated Vector2
  65150. */
  65151. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65152. /**
  65153. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65154. * @param otherVector defines the other vector
  65155. * @returns a new Vector2
  65156. */
  65157. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65158. /**
  65159. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65160. * @param otherVector defines the other vector
  65161. * @param result defines the target vector
  65162. * @returns the unmodified current Vector2
  65163. */
  65164. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65165. /**
  65166. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65167. * @param x defines the first coordinate
  65168. * @param y defines the second coordinate
  65169. * @returns a new Vector2
  65170. */
  65171. multiplyByFloats(x: number, y: number): Vector2;
  65172. /**
  65173. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65174. * @param otherVector defines the other vector
  65175. * @returns a new Vector2
  65176. */
  65177. divide(otherVector: Vector2): Vector2;
  65178. /**
  65179. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65180. * @param otherVector defines the other vector
  65181. * @param result defines the target vector
  65182. * @returns the unmodified current Vector2
  65183. */
  65184. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65185. /**
  65186. * Divides the current Vector2 coordinates by the given ones
  65187. * @param otherVector defines the other vector
  65188. * @returns the current updated Vector2
  65189. */
  65190. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65191. /**
  65192. * Gets a new Vector2 with current Vector2 negated coordinates
  65193. * @returns a new Vector2
  65194. */
  65195. negate(): Vector2;
  65196. /**
  65197. * Multiply the Vector2 coordinates by scale
  65198. * @param scale defines the scaling factor
  65199. * @returns the current updated Vector2
  65200. */
  65201. scaleInPlace(scale: number): Vector2;
  65202. /**
  65203. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65204. * @param scale defines the scaling factor
  65205. * @returns a new Vector2
  65206. */
  65207. scale(scale: number): Vector2;
  65208. /**
  65209. * Scale the current Vector2 values by a factor to a given Vector2
  65210. * @param scale defines the scale factor
  65211. * @param result defines the Vector2 object where to store the result
  65212. * @returns the unmodified current Vector2
  65213. */
  65214. scaleToRef(scale: number, result: Vector2): Vector2;
  65215. /**
  65216. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65217. * @param scale defines the scale factor
  65218. * @param result defines the Vector2 object where to store the result
  65219. * @returns the unmodified current Vector2
  65220. */
  65221. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65222. /**
  65223. * Gets a boolean if two vectors are equals
  65224. * @param otherVector defines the other vector
  65225. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65226. */
  65227. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65228. /**
  65229. * Gets a boolean if two vectors are equals (using an epsilon value)
  65230. * @param otherVector defines the other vector
  65231. * @param epsilon defines the minimal distance to consider equality
  65232. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65233. */
  65234. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65235. /**
  65236. * Gets a new Vector2 from current Vector2 floored values
  65237. * @returns a new Vector2
  65238. */
  65239. floor(): Vector2;
  65240. /**
  65241. * Gets a new Vector2 from current Vector2 floored values
  65242. * @returns a new Vector2
  65243. */
  65244. fract(): Vector2;
  65245. /**
  65246. * Gets the length of the vector
  65247. * @returns the vector length (float)
  65248. */
  65249. length(): number;
  65250. /**
  65251. * Gets the vector squared length
  65252. * @returns the vector squared length (float)
  65253. */
  65254. lengthSquared(): number;
  65255. /**
  65256. * Normalize the vector
  65257. * @returns the current updated Vector2
  65258. */
  65259. normalize(): Vector2;
  65260. /**
  65261. * Gets a new Vector2 copied from the Vector2
  65262. * @returns a new Vector2
  65263. */
  65264. clone(): Vector2;
  65265. /**
  65266. * Gets a new Vector2(0, 0)
  65267. * @returns a new Vector2
  65268. */
  65269. static Zero(): Vector2;
  65270. /**
  65271. * Gets a new Vector2(1, 1)
  65272. * @returns a new Vector2
  65273. */
  65274. static One(): Vector2;
  65275. /**
  65276. * Gets a new Vector2 set from the given index element of the given array
  65277. * @param array defines the data source
  65278. * @param offset defines the offset in the data source
  65279. * @returns a new Vector2
  65280. */
  65281. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65282. /**
  65283. * Sets "result" from the given index element of the given array
  65284. * @param array defines the data source
  65285. * @param offset defines the offset in the data source
  65286. * @param result defines the target vector
  65287. */
  65288. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65289. /**
  65290. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65291. * @param value1 defines 1st point of control
  65292. * @param value2 defines 2nd point of control
  65293. * @param value3 defines 3rd point of control
  65294. * @param value4 defines 4th point of control
  65295. * @param amount defines the interpolation factor
  65296. * @returns a new Vector2
  65297. */
  65298. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65299. /**
  65300. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  65301. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65302. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65303. * @param value defines the value to clamp
  65304. * @param min defines the lower limit
  65305. * @param max defines the upper limit
  65306. * @returns a new Vector2
  65307. */
  65308. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65309. /**
  65310. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65311. * @param value1 defines the 1st control point
  65312. * @param tangent1 defines the outgoing tangent
  65313. * @param value2 defines the 2nd control point
  65314. * @param tangent2 defines the incoming tangent
  65315. * @param amount defines the interpolation factor
  65316. * @returns a new Vector2
  65317. */
  65318. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65319. /**
  65320. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65321. * @param start defines the start vector
  65322. * @param end defines the end vector
  65323. * @param amount defines the interpolation factor
  65324. * @returns a new Vector2
  65325. */
  65326. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65327. /**
  65328. * Gets the dot product of the vector "left" and the vector "right"
  65329. * @param left defines first vector
  65330. * @param right defines second vector
  65331. * @returns the dot product (float)
  65332. */
  65333. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65334. /**
  65335. * Returns a new Vector2 equal to the normalized given vector
  65336. * @param vector defines the vector to normalize
  65337. * @returns a new Vector2
  65338. */
  65339. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65340. /**
  65341. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65342. * @param left defines 1st vector
  65343. * @param right defines 2nd vector
  65344. * @returns a new Vector2
  65345. */
  65346. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65347. /**
  65348. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65349. * @param left defines 1st vector
  65350. * @param right defines 2nd vector
  65351. * @returns a new Vector2
  65352. */
  65353. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65354. /**
  65355. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65356. * @param vector defines the vector to transform
  65357. * @param transformation defines the matrix to apply
  65358. * @returns a new Vector2
  65359. */
  65360. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65361. /**
  65362. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65363. * @param vector defines the vector to transform
  65364. * @param transformation defines the matrix to apply
  65365. * @param result defines the target vector
  65366. */
  65367. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65368. /**
  65369. * Determines if a given vector is included in a triangle
  65370. * @param p defines the vector to test
  65371. * @param p0 defines 1st triangle point
  65372. * @param p1 defines 2nd triangle point
  65373. * @param p2 defines 3rd triangle point
  65374. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65375. */
  65376. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65377. /**
  65378. * Gets the distance between the vectors "value1" and "value2"
  65379. * @param value1 defines first vector
  65380. * @param value2 defines second vector
  65381. * @returns the distance between vectors
  65382. */
  65383. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65384. /**
  65385. * Returns the squared distance between the vectors "value1" and "value2"
  65386. * @param value1 defines first vector
  65387. * @param value2 defines second vector
  65388. * @returns the squared distance between vectors
  65389. */
  65390. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65391. /**
  65392. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65393. * @param value1 defines first vector
  65394. * @param value2 defines second vector
  65395. * @returns a new Vector2
  65396. */
  65397. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65398. /**
  65399. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65400. * @param p defines the middle point
  65401. * @param segA defines one point of the segment
  65402. * @param segB defines the other point of the segment
  65403. * @returns the shortest distance
  65404. */
  65405. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65406. }
  65407. /**
  65408. * Classed used to store (x,y,z) vector representation
  65409. * A Vector3 is the main object used in 3D geometry
  65410. * It can represent etiher the coordinates of a point the space, either a direction
  65411. * Reminder: js uses a left handed forward facing system
  65412. */
  65413. export class Vector3 {
  65414. /**
  65415. * Defines the first coordinates (on X axis)
  65416. */
  65417. x: number;
  65418. /**
  65419. * Defines the second coordinates (on Y axis)
  65420. */
  65421. y: number;
  65422. /**
  65423. * Defines the third coordinates (on Z axis)
  65424. */
  65425. z: number;
  65426. private static _UpReadOnly;
  65427. private static _ZeroReadOnly;
  65428. /**
  65429. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65430. * @param x defines the first coordinates (on X axis)
  65431. * @param y defines the second coordinates (on Y axis)
  65432. * @param z defines the third coordinates (on Z axis)
  65433. */
  65434. constructor(
  65435. /**
  65436. * Defines the first coordinates (on X axis)
  65437. */
  65438. x?: number,
  65439. /**
  65440. * Defines the second coordinates (on Y axis)
  65441. */
  65442. y?: number,
  65443. /**
  65444. * Defines the third coordinates (on Z axis)
  65445. */
  65446. z?: number);
  65447. /**
  65448. * Creates a string representation of the Vector3
  65449. * @returns a string with the Vector3 coordinates.
  65450. */
  65451. toString(): string;
  65452. /**
  65453. * Gets the class name
  65454. * @returns the string "Vector3"
  65455. */
  65456. getClassName(): string;
  65457. /**
  65458. * Creates the Vector3 hash code
  65459. * @returns a number which tends to be unique between Vector3 instances
  65460. */
  65461. getHashCode(): number;
  65462. /**
  65463. * Creates an array containing three elements : the coordinates of the Vector3
  65464. * @returns a new array of numbers
  65465. */
  65466. asArray(): number[];
  65467. /**
  65468. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65469. * @param array defines the destination array
  65470. * @param index defines the offset in the destination array
  65471. * @returns the current Vector3
  65472. */
  65473. toArray(array: FloatArray, index?: number): Vector3;
  65474. /**
  65475. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65476. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65477. */
  65478. toQuaternion(): Quaternion;
  65479. /**
  65480. * Adds the given vector to the current Vector3
  65481. * @param otherVector defines the second operand
  65482. * @returns the current updated Vector3
  65483. */
  65484. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65485. /**
  65486. * Adds the given coordinates to the current Vector3
  65487. * @param x defines the x coordinate of the operand
  65488. * @param y defines the y coordinate of the operand
  65489. * @param z defines the z coordinate of the operand
  65490. * @returns the current updated Vector3
  65491. */
  65492. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65493. /**
  65494. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65495. * @param otherVector defines the second operand
  65496. * @returns the resulting Vector3
  65497. */
  65498. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65499. /**
  65500. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65501. * @param otherVector defines the second operand
  65502. * @param result defines the Vector3 object where to store the result
  65503. * @returns the current Vector3
  65504. */
  65505. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65506. /**
  65507. * Subtract the given vector from the current Vector3
  65508. * @param otherVector defines the second operand
  65509. * @returns the current updated Vector3
  65510. */
  65511. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65512. /**
  65513. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65514. * @param otherVector defines the second operand
  65515. * @returns the resulting Vector3
  65516. */
  65517. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65518. /**
  65519. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65520. * @param otherVector defines the second operand
  65521. * @param result defines the Vector3 object where to store the result
  65522. * @returns the current Vector3
  65523. */
  65524. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65525. /**
  65526. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65527. * @param x defines the x coordinate of the operand
  65528. * @param y defines the y coordinate of the operand
  65529. * @param z defines the z coordinate of the operand
  65530. * @returns the resulting Vector3
  65531. */
  65532. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65533. /**
  65534. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65535. * @param x defines the x coordinate of the operand
  65536. * @param y defines the y coordinate of the operand
  65537. * @param z defines the z coordinate of the operand
  65538. * @param result defines the Vector3 object where to store the result
  65539. * @returns the current Vector3
  65540. */
  65541. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65542. /**
  65543. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65544. * @returns a new Vector3
  65545. */
  65546. negate(): Vector3;
  65547. /**
  65548. * Multiplies the Vector3 coordinates by the float "scale"
  65549. * @param scale defines the multiplier factor
  65550. * @returns the current updated Vector3
  65551. */
  65552. scaleInPlace(scale: number): Vector3;
  65553. /**
  65554. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65555. * @param scale defines the multiplier factor
  65556. * @returns a new Vector3
  65557. */
  65558. scale(scale: number): Vector3;
  65559. /**
  65560. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65561. * @param scale defines the multiplier factor
  65562. * @param result defines the Vector3 object where to store the result
  65563. * @returns the current Vector3
  65564. */
  65565. scaleToRef(scale: number, result: Vector3): Vector3;
  65566. /**
  65567. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65568. * @param scale defines the scale factor
  65569. * @param result defines the Vector3 object where to store the result
  65570. * @returns the unmodified current Vector3
  65571. */
  65572. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65573. /**
  65574. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65575. * @param otherVector defines the second operand
  65576. * @returns true if both vectors are equals
  65577. */
  65578. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65579. /**
  65580. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65581. * @param otherVector defines the second operand
  65582. * @param epsilon defines the minimal distance to define values as equals
  65583. * @returns true if both vectors are distant less than epsilon
  65584. */
  65585. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65586. /**
  65587. * Returns true if the current Vector3 coordinates equals the given floats
  65588. * @param x defines the x coordinate of the operand
  65589. * @param y defines the y coordinate of the operand
  65590. * @param z defines the z coordinate of the operand
  65591. * @returns true if both vectors are equals
  65592. */
  65593. equalsToFloats(x: number, y: number, z: number): boolean;
  65594. /**
  65595. * Multiplies the current Vector3 coordinates by the given ones
  65596. * @param otherVector defines the second operand
  65597. * @returns the current updated Vector3
  65598. */
  65599. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65600. /**
  65601. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65602. * @param otherVector defines the second operand
  65603. * @returns the new Vector3
  65604. */
  65605. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65606. /**
  65607. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65608. * @param otherVector defines the second operand
  65609. * @param result defines the Vector3 object where to store the result
  65610. * @returns the current Vector3
  65611. */
  65612. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65613. /**
  65614. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65615. * @param x defines the x coordinate of the operand
  65616. * @param y defines the y coordinate of the operand
  65617. * @param z defines the z coordinate of the operand
  65618. * @returns the new Vector3
  65619. */
  65620. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65621. /**
  65622. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65623. * @param otherVector defines the second operand
  65624. * @returns the new Vector3
  65625. */
  65626. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65627. /**
  65628. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65629. * @param otherVector defines the second operand
  65630. * @param result defines the Vector3 object where to store the result
  65631. * @returns the current Vector3
  65632. */
  65633. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65634. /**
  65635. * Divides the current Vector3 coordinates by the given ones.
  65636. * @param otherVector defines the second operand
  65637. * @returns the current updated Vector3
  65638. */
  65639. divideInPlace(otherVector: Vector3): Vector3;
  65640. /**
  65641. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65642. * @param other defines the second operand
  65643. * @returns the current updated Vector3
  65644. */
  65645. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65646. /**
  65647. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65648. * @param other defines the second operand
  65649. * @returns the current updated Vector3
  65650. */
  65651. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65652. /**
  65653. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65654. * @param x defines the x coordinate of the operand
  65655. * @param y defines the y coordinate of the operand
  65656. * @param z defines the z coordinate of the operand
  65657. * @returns the current updated Vector3
  65658. */
  65659. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65660. /**
  65661. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65662. * @param x defines the x coordinate of the operand
  65663. * @param y defines the y coordinate of the operand
  65664. * @param z defines the z coordinate of the operand
  65665. * @returns the current updated Vector3
  65666. */
  65667. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65668. /**
  65669. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65670. * Check if is non uniform within a certain amount of decimal places to account for this
  65671. * @param epsilon the amount the values can differ
  65672. * @returns if the the vector is non uniform to a certain number of decimal places
  65673. */
  65674. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65675. /**
  65676. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65677. */
  65678. readonly isNonUniform: boolean;
  65679. /**
  65680. * Gets a new Vector3 from current Vector3 floored values
  65681. * @returns a new Vector3
  65682. */
  65683. floor(): Vector3;
  65684. /**
  65685. * Gets a new Vector3 from current Vector3 floored values
  65686. * @returns a new Vector3
  65687. */
  65688. fract(): Vector3;
  65689. /**
  65690. * Gets the length of the Vector3
  65691. * @returns the length of the Vector3
  65692. */
  65693. length(): number;
  65694. /**
  65695. * Gets the squared length of the Vector3
  65696. * @returns squared length of the Vector3
  65697. */
  65698. lengthSquared(): number;
  65699. /**
  65700. * Normalize the current Vector3.
  65701. * Please note that this is an in place operation.
  65702. * @returns the current updated Vector3
  65703. */
  65704. normalize(): Vector3;
  65705. /**
  65706. * Reorders the x y z properties of the vector in place
  65707. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65708. * @returns the current updated vector
  65709. */
  65710. reorderInPlace(order: string): this;
  65711. /**
  65712. * Rotates the vector around 0,0,0 by a quaternion
  65713. * @param quaternion the rotation quaternion
  65714. * @param result vector to store the result
  65715. * @returns the resulting vector
  65716. */
  65717. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65718. /**
  65719. * Rotates a vector around a given point
  65720. * @param quaternion the rotation quaternion
  65721. * @param point the point to rotate around
  65722. * @param result vector to store the result
  65723. * @returns the resulting vector
  65724. */
  65725. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65726. /**
  65727. * Normalize the current Vector3 with the given input length.
  65728. * Please note that this is an in place operation.
  65729. * @param len the length of the vector
  65730. * @returns the current updated Vector3
  65731. */
  65732. normalizeFromLength(len: number): Vector3;
  65733. /**
  65734. * Normalize the current Vector3 to a new vector
  65735. * @returns the new Vector3
  65736. */
  65737. normalizeToNew(): Vector3;
  65738. /**
  65739. * Normalize the current Vector3 to the reference
  65740. * @param reference define the Vector3 to update
  65741. * @returns the updated Vector3
  65742. */
  65743. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65744. /**
  65745. * Creates a new Vector3 copied from the current Vector3
  65746. * @returns the new Vector3
  65747. */
  65748. clone(): Vector3;
  65749. /**
  65750. * Copies the given vector coordinates to the current Vector3 ones
  65751. * @param source defines the source Vector3
  65752. * @returns the current updated Vector3
  65753. */
  65754. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65755. /**
  65756. * Copies the given floats to the current Vector3 coordinates
  65757. * @param x defines the x coordinate of the operand
  65758. * @param y defines the y coordinate of the operand
  65759. * @param z defines the z coordinate of the operand
  65760. * @returns the current updated Vector3
  65761. */
  65762. copyFromFloats(x: number, y: number, z: number): Vector3;
  65763. /**
  65764. * Copies the given floats to the current Vector3 coordinates
  65765. * @param x defines the x coordinate of the operand
  65766. * @param y defines the y coordinate of the operand
  65767. * @param z defines the z coordinate of the operand
  65768. * @returns the current updated Vector3
  65769. */
  65770. set(x: number, y: number, z: number): Vector3;
  65771. /**
  65772. * Copies the given float to the current Vector3 coordinates
  65773. * @param v defines the x, y and z coordinates of the operand
  65774. * @returns the current updated Vector3
  65775. */
  65776. setAll(v: number): Vector3;
  65777. /**
  65778. * Get the clip factor between two vectors
  65779. * @param vector0 defines the first operand
  65780. * @param vector1 defines the second operand
  65781. * @param axis defines the axis to use
  65782. * @param size defines the size along the axis
  65783. * @returns the clip factor
  65784. */
  65785. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  65786. /**
  65787. * Get angle between two vectors
  65788. * @param vector0 angle between vector0 and vector1
  65789. * @param vector1 angle between vector0 and vector1
  65790. * @param normal direction of the normal
  65791. * @return the angle between vector0 and vector1
  65792. */
  65793. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  65794. /**
  65795. * Returns a new Vector3 set from the index "offset" of the given array
  65796. * @param array defines the source array
  65797. * @param offset defines the offset in the source array
  65798. * @returns the new Vector3
  65799. */
  65800. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  65801. /**
  65802. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  65803. * This function is deprecated. Use FromArray instead
  65804. * @param array defines the source array
  65805. * @param offset defines the offset in the source array
  65806. * @returns the new Vector3
  65807. */
  65808. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  65809. /**
  65810. * Sets the given vector "result" with the element values from the index "offset" of the given array
  65811. * @param array defines the source array
  65812. * @param offset defines the offset in the source array
  65813. * @param result defines the Vector3 where to store the result
  65814. */
  65815. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  65816. /**
  65817. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  65818. * This function is deprecated. Use FromArrayToRef instead.
  65819. * @param array defines the source array
  65820. * @param offset defines the offset in the source array
  65821. * @param result defines the Vector3 where to store the result
  65822. */
  65823. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  65824. /**
  65825. * Sets the given vector "result" with the given floats.
  65826. * @param x defines the x coordinate of the source
  65827. * @param y defines the y coordinate of the source
  65828. * @param z defines the z coordinate of the source
  65829. * @param result defines the Vector3 where to store the result
  65830. */
  65831. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  65832. /**
  65833. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  65834. * @returns a new empty Vector3
  65835. */
  65836. static Zero(): Vector3;
  65837. /**
  65838. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  65839. * @returns a new unit Vector3
  65840. */
  65841. static One(): Vector3;
  65842. /**
  65843. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  65844. * @returns a new up Vector3
  65845. */
  65846. static Up(): Vector3;
  65847. /**
  65848. * Gets a up Vector3 that must not be updated
  65849. */
  65850. static readonly UpReadOnly: DeepImmutable<Vector3>;
  65851. /**
  65852. * Gets a zero Vector3 that must not be updated
  65853. */
  65854. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  65855. /**
  65856. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  65857. * @returns a new down Vector3
  65858. */
  65859. static Down(): Vector3;
  65860. /**
  65861. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  65862. * @returns a new forward Vector3
  65863. */
  65864. static Forward(): Vector3;
  65865. /**
  65866. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  65867. * @returns a new forward Vector3
  65868. */
  65869. static Backward(): Vector3;
  65870. /**
  65871. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  65872. * @returns a new right Vector3
  65873. */
  65874. static Right(): Vector3;
  65875. /**
  65876. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  65877. * @returns a new left Vector3
  65878. */
  65879. static Left(): Vector3;
  65880. /**
  65881. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  65882. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65883. * @param vector defines the Vector3 to transform
  65884. * @param transformation defines the transformation matrix
  65885. * @returns the transformed Vector3
  65886. */
  65887. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65888. /**
  65889. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  65890. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  65891. * @param vector defines the Vector3 to transform
  65892. * @param transformation defines the transformation matrix
  65893. * @param result defines the Vector3 where to store the result
  65894. */
  65895. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65896. /**
  65897. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  65898. * This method computes tranformed coordinates only, not transformed direction vectors
  65899. * @param x define the x coordinate of the source vector
  65900. * @param y define the y coordinate of the source vector
  65901. * @param z define the z coordinate of the source vector
  65902. * @param transformation defines the transformation matrix
  65903. * @param result defines the Vector3 where to store the result
  65904. */
  65905. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65906. /**
  65907. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  65908. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65909. * @param vector defines the Vector3 to transform
  65910. * @param transformation defines the transformation matrix
  65911. * @returns the new Vector3
  65912. */
  65913. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  65914. /**
  65915. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  65916. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65917. * @param vector defines the Vector3 to transform
  65918. * @param transformation defines the transformation matrix
  65919. * @param result defines the Vector3 where to store the result
  65920. */
  65921. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65922. /**
  65923. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  65924. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  65925. * @param x define the x coordinate of the source vector
  65926. * @param y define the y coordinate of the source vector
  65927. * @param z define the z coordinate of the source vector
  65928. * @param transformation defines the transformation matrix
  65929. * @param result defines the Vector3 where to store the result
  65930. */
  65931. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  65932. /**
  65933. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  65934. * @param value1 defines the first control point
  65935. * @param value2 defines the second control point
  65936. * @param value3 defines the third control point
  65937. * @param value4 defines the fourth control point
  65938. * @param amount defines the amount on the spline to use
  65939. * @returns the new Vector3
  65940. */
  65941. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  65942. /**
  65943. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  65944. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65945. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65946. * @param value defines the current value
  65947. * @param min defines the lower range value
  65948. * @param max defines the upper range value
  65949. * @returns the new Vector3
  65950. */
  65951. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  65952. /**
  65953. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  65954. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  65955. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  65956. * @param value defines the current value
  65957. * @param min defines the lower range value
  65958. * @param max defines the upper range value
  65959. * @param result defines the Vector3 where to store the result
  65960. */
  65961. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  65962. /**
  65963. * Checks if a given vector is inside a specific range
  65964. * @param v defines the vector to test
  65965. * @param min defines the minimum range
  65966. * @param max defines the maximum range
  65967. */
  65968. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  65969. /**
  65970. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  65971. * @param value1 defines the first control point
  65972. * @param tangent1 defines the first tangent vector
  65973. * @param value2 defines the second control point
  65974. * @param tangent2 defines the second tangent vector
  65975. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  65976. * @returns the new Vector3
  65977. */
  65978. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  65979. /**
  65980. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  65981. * @param start defines the start value
  65982. * @param end defines the end value
  65983. * @param amount max defines amount between both (between 0 and 1)
  65984. * @returns the new Vector3
  65985. */
  65986. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  65987. /**
  65988. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  65989. * @param start defines the start value
  65990. * @param end defines the end value
  65991. * @param amount max defines amount between both (between 0 and 1)
  65992. * @param result defines the Vector3 where to store the result
  65993. */
  65994. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  65995. /**
  65996. * Returns the dot product (float) between the vectors "left" and "right"
  65997. * @param left defines the left operand
  65998. * @param right defines the right operand
  65999. * @returns the dot product
  66000. */
  66001. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66002. /**
  66003. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66004. * The cross product is then orthogonal to both "left" and "right"
  66005. * @param left defines the left operand
  66006. * @param right defines the right operand
  66007. * @returns the cross product
  66008. */
  66009. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66010. /**
  66011. * Sets the given vector "result" with the cross product of "left" and "right"
  66012. * The cross product is then orthogonal to both "left" and "right"
  66013. * @param left defines the left operand
  66014. * @param right defines the right operand
  66015. * @param result defines the Vector3 where to store the result
  66016. */
  66017. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66018. /**
  66019. * Returns a new Vector3 as the normalization of the given vector
  66020. * @param vector defines the Vector3 to normalize
  66021. * @returns the new Vector3
  66022. */
  66023. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66024. /**
  66025. * Sets the given vector "result" with the normalization of the given first vector
  66026. * @param vector defines the Vector3 to normalize
  66027. * @param result defines the Vector3 where to store the result
  66028. */
  66029. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66030. /**
  66031. * Project a Vector3 onto screen space
  66032. * @param vector defines the Vector3 to project
  66033. * @param world defines the world matrix to use
  66034. * @param transform defines the transform (view x projection) matrix to use
  66035. * @param viewport defines the screen viewport to use
  66036. * @returns the new Vector3
  66037. */
  66038. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66039. /** @hidden */
  66040. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66041. /**
  66042. * Unproject from screen space to object space
  66043. * @param source defines the screen space Vector3 to use
  66044. * @param viewportWidth defines the current width of the viewport
  66045. * @param viewportHeight defines the current height of the viewport
  66046. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66047. * @param transform defines the transform (view x projection) matrix to use
  66048. * @returns the new Vector3
  66049. */
  66050. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66051. /**
  66052. * Unproject from screen space to object space
  66053. * @param source defines the screen space Vector3 to use
  66054. * @param viewportWidth defines the current width of the viewport
  66055. * @param viewportHeight defines the current height of the viewport
  66056. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66057. * @param view defines the view matrix to use
  66058. * @param projection defines the projection matrix to use
  66059. * @returns the new Vector3
  66060. */
  66061. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66062. /**
  66063. * Unproject from screen space to object space
  66064. * @param source defines the screen space Vector3 to use
  66065. * @param viewportWidth defines the current width of the viewport
  66066. * @param viewportHeight defines the current height of the viewport
  66067. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66068. * @param view defines the view matrix to use
  66069. * @param projection defines the projection matrix to use
  66070. * @param result defines the Vector3 where to store the result
  66071. */
  66072. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66073. /**
  66074. * Unproject from screen space to object space
  66075. * @param sourceX defines the screen space x coordinate to use
  66076. * @param sourceY defines the screen space y coordinate to use
  66077. * @param sourceZ defines the screen space z coordinate to use
  66078. * @param viewportWidth defines the current width of the viewport
  66079. * @param viewportHeight defines the current height of the viewport
  66080. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66081. * @param view defines the view matrix to use
  66082. * @param projection defines the projection matrix to use
  66083. * @param result defines the Vector3 where to store the result
  66084. */
  66085. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66086. /**
  66087. * Gets the minimal coordinate values between two Vector3
  66088. * @param left defines the first operand
  66089. * @param right defines the second operand
  66090. * @returns the new Vector3
  66091. */
  66092. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66093. /**
  66094. * Gets the maximal coordinate values between two Vector3
  66095. * @param left defines the first operand
  66096. * @param right defines the second operand
  66097. * @returns the new Vector3
  66098. */
  66099. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66100. /**
  66101. * Returns the distance between the vectors "value1" and "value2"
  66102. * @param value1 defines the first operand
  66103. * @param value2 defines the second operand
  66104. * @returns the distance
  66105. */
  66106. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66107. /**
  66108. * Returns the squared distance between the vectors "value1" and "value2"
  66109. * @param value1 defines the first operand
  66110. * @param value2 defines the second operand
  66111. * @returns the squared distance
  66112. */
  66113. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66114. /**
  66115. * Returns a new Vector3 located at the center between "value1" and "value2"
  66116. * @param value1 defines the first operand
  66117. * @param value2 defines the second operand
  66118. * @returns the new Vector3
  66119. */
  66120. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66121. /**
  66122. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66123. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66124. * to something in order to rotate it from its local system to the given target system
  66125. * Note: axis1, axis2 and axis3 are normalized during this operation
  66126. * @param axis1 defines the first axis
  66127. * @param axis2 defines the second axis
  66128. * @param axis3 defines the third axis
  66129. * @returns a new Vector3
  66130. */
  66131. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66132. /**
  66133. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66134. * @param axis1 defines the first axis
  66135. * @param axis2 defines the second axis
  66136. * @param axis3 defines the third axis
  66137. * @param ref defines the Vector3 where to store the result
  66138. */
  66139. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66140. }
  66141. /**
  66142. * Vector4 class created for EulerAngle class conversion to Quaternion
  66143. */
  66144. export class Vector4 {
  66145. /** x value of the vector */
  66146. x: number;
  66147. /** y value of the vector */
  66148. y: number;
  66149. /** z value of the vector */
  66150. z: number;
  66151. /** w value of the vector */
  66152. w: number;
  66153. /**
  66154. * Creates a Vector4 object from the given floats.
  66155. * @param x x value of the vector
  66156. * @param y y value of the vector
  66157. * @param z z value of the vector
  66158. * @param w w value of the vector
  66159. */
  66160. constructor(
  66161. /** x value of the vector */
  66162. x: number,
  66163. /** y value of the vector */
  66164. y: number,
  66165. /** z value of the vector */
  66166. z: number,
  66167. /** w value of the vector */
  66168. w: number);
  66169. /**
  66170. * Returns the string with the Vector4 coordinates.
  66171. * @returns a string containing all the vector values
  66172. */
  66173. toString(): string;
  66174. /**
  66175. * Returns the string "Vector4".
  66176. * @returns "Vector4"
  66177. */
  66178. getClassName(): string;
  66179. /**
  66180. * Returns the Vector4 hash code.
  66181. * @returns a unique hash code
  66182. */
  66183. getHashCode(): number;
  66184. /**
  66185. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66186. * @returns the resulting array
  66187. */
  66188. asArray(): number[];
  66189. /**
  66190. * Populates the given array from the given index with the Vector4 coordinates.
  66191. * @param array array to populate
  66192. * @param index index of the array to start at (default: 0)
  66193. * @returns the Vector4.
  66194. */
  66195. toArray(array: FloatArray, index?: number): Vector4;
  66196. /**
  66197. * Adds the given vector to the current Vector4.
  66198. * @param otherVector the vector to add
  66199. * @returns the updated Vector4.
  66200. */
  66201. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66202. /**
  66203. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66204. * @param otherVector the vector to add
  66205. * @returns the resulting vector
  66206. */
  66207. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66208. /**
  66209. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66210. * @param otherVector the vector to add
  66211. * @param result the vector to store the result
  66212. * @returns the current Vector4.
  66213. */
  66214. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66215. /**
  66216. * Subtract in place the given vector from the current Vector4.
  66217. * @param otherVector the vector to subtract
  66218. * @returns the updated Vector4.
  66219. */
  66220. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66221. /**
  66222. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66223. * @param otherVector the vector to add
  66224. * @returns the new vector with the result
  66225. */
  66226. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66227. /**
  66228. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66229. * @param otherVector the vector to subtract
  66230. * @param result the vector to store the result
  66231. * @returns the current Vector4.
  66232. */
  66233. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66234. /**
  66235. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66236. */
  66237. /**
  66238. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66239. * @param x value to subtract
  66240. * @param y value to subtract
  66241. * @param z value to subtract
  66242. * @param w value to subtract
  66243. * @returns new vector containing the result
  66244. */
  66245. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66246. /**
  66247. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66248. * @param x value to subtract
  66249. * @param y value to subtract
  66250. * @param z value to subtract
  66251. * @param w value to subtract
  66252. * @param result the vector to store the result in
  66253. * @returns the current Vector4.
  66254. */
  66255. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66256. /**
  66257. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66258. * @returns a new vector with the negated values
  66259. */
  66260. negate(): Vector4;
  66261. /**
  66262. * Multiplies the current Vector4 coordinates by scale (float).
  66263. * @param scale the number to scale with
  66264. * @returns the updated Vector4.
  66265. */
  66266. scaleInPlace(scale: number): Vector4;
  66267. /**
  66268. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66269. * @param scale the number to scale with
  66270. * @returns a new vector with the result
  66271. */
  66272. scale(scale: number): Vector4;
  66273. /**
  66274. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66275. * @param scale the number to scale with
  66276. * @param result a vector to store the result in
  66277. * @returns the current Vector4.
  66278. */
  66279. scaleToRef(scale: number, result: Vector4): Vector4;
  66280. /**
  66281. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66282. * @param scale defines the scale factor
  66283. * @param result defines the Vector4 object where to store the result
  66284. * @returns the unmodified current Vector4
  66285. */
  66286. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66287. /**
  66288. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66289. * @param otherVector the vector to compare against
  66290. * @returns true if they are equal
  66291. */
  66292. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66293. /**
  66294. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66295. * @param otherVector vector to compare against
  66296. * @param epsilon (Default: very small number)
  66297. * @returns true if they are equal
  66298. */
  66299. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66300. /**
  66301. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66302. * @param x x value to compare against
  66303. * @param y y value to compare against
  66304. * @param z z value to compare against
  66305. * @param w w value to compare against
  66306. * @returns true if equal
  66307. */
  66308. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66309. /**
  66310. * Multiplies in place the current Vector4 by the given one.
  66311. * @param otherVector vector to multiple with
  66312. * @returns the updated Vector4.
  66313. */
  66314. multiplyInPlace(otherVector: Vector4): Vector4;
  66315. /**
  66316. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66317. * @param otherVector vector to multiple with
  66318. * @returns resulting new vector
  66319. */
  66320. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66321. /**
  66322. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66323. * @param otherVector vector to multiple with
  66324. * @param result vector to store the result
  66325. * @returns the current Vector4.
  66326. */
  66327. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66328. /**
  66329. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66330. * @param x x value multiply with
  66331. * @param y y value multiply with
  66332. * @param z z value multiply with
  66333. * @param w w value multiply with
  66334. * @returns resulting new vector
  66335. */
  66336. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66337. /**
  66338. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66339. * @param otherVector vector to devide with
  66340. * @returns resulting new vector
  66341. */
  66342. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66343. /**
  66344. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66345. * @param otherVector vector to devide with
  66346. * @param result vector to store the result
  66347. * @returns the current Vector4.
  66348. */
  66349. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66350. /**
  66351. * Divides the current Vector3 coordinates by the given ones.
  66352. * @param otherVector vector to devide with
  66353. * @returns the updated Vector3.
  66354. */
  66355. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66356. /**
  66357. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66358. * @param other defines the second operand
  66359. * @returns the current updated Vector4
  66360. */
  66361. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66362. /**
  66363. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66364. * @param other defines the second operand
  66365. * @returns the current updated Vector4
  66366. */
  66367. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66368. /**
  66369. * Gets a new Vector4 from current Vector4 floored values
  66370. * @returns a new Vector4
  66371. */
  66372. floor(): Vector4;
  66373. /**
  66374. * Gets a new Vector4 from current Vector3 floored values
  66375. * @returns a new Vector4
  66376. */
  66377. fract(): Vector4;
  66378. /**
  66379. * Returns the Vector4 length (float).
  66380. * @returns the length
  66381. */
  66382. length(): number;
  66383. /**
  66384. * Returns the Vector4 squared length (float).
  66385. * @returns the length squared
  66386. */
  66387. lengthSquared(): number;
  66388. /**
  66389. * Normalizes in place the Vector4.
  66390. * @returns the updated Vector4.
  66391. */
  66392. normalize(): Vector4;
  66393. /**
  66394. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66395. * @returns this converted to a new vector3
  66396. */
  66397. toVector3(): Vector3;
  66398. /**
  66399. * Returns a new Vector4 copied from the current one.
  66400. * @returns the new cloned vector
  66401. */
  66402. clone(): Vector4;
  66403. /**
  66404. * Updates the current Vector4 with the given one coordinates.
  66405. * @param source the source vector to copy from
  66406. * @returns the updated Vector4.
  66407. */
  66408. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66409. /**
  66410. * Updates the current Vector4 coordinates with the given floats.
  66411. * @param x float to copy from
  66412. * @param y float to copy from
  66413. * @param z float to copy from
  66414. * @param w float to copy from
  66415. * @returns the updated Vector4.
  66416. */
  66417. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66418. /**
  66419. * Updates the current Vector4 coordinates with the given floats.
  66420. * @param x float to set from
  66421. * @param y float to set from
  66422. * @param z float to set from
  66423. * @param w float to set from
  66424. * @returns the updated Vector4.
  66425. */
  66426. set(x: number, y: number, z: number, w: number): Vector4;
  66427. /**
  66428. * Copies the given float to the current Vector3 coordinates
  66429. * @param v defines the x, y, z and w coordinates of the operand
  66430. * @returns the current updated Vector3
  66431. */
  66432. setAll(v: number): Vector4;
  66433. /**
  66434. * Returns a new Vector4 set from the starting index of the given array.
  66435. * @param array the array to pull values from
  66436. * @param offset the offset into the array to start at
  66437. * @returns the new vector
  66438. */
  66439. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66440. /**
  66441. * Updates the given vector "result" from the starting index of the given array.
  66442. * @param array the array to pull values from
  66443. * @param offset the offset into the array to start at
  66444. * @param result the vector to store the result in
  66445. */
  66446. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66447. /**
  66448. * Updates the given vector "result" from the starting index of the given Float32Array.
  66449. * @param array the array to pull values from
  66450. * @param offset the offset into the array to start at
  66451. * @param result the vector to store the result in
  66452. */
  66453. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66454. /**
  66455. * Updates the given vector "result" coordinates from the given floats.
  66456. * @param x float to set from
  66457. * @param y float to set from
  66458. * @param z float to set from
  66459. * @param w float to set from
  66460. * @param result the vector to the floats in
  66461. */
  66462. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66463. /**
  66464. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66465. * @returns the new vector
  66466. */
  66467. static Zero(): Vector4;
  66468. /**
  66469. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66470. * @returns the new vector
  66471. */
  66472. static One(): Vector4;
  66473. /**
  66474. * Returns a new normalized Vector4 from the given one.
  66475. * @param vector the vector to normalize
  66476. * @returns the vector
  66477. */
  66478. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66479. /**
  66480. * Updates the given vector "result" from the normalization of the given one.
  66481. * @param vector the vector to normalize
  66482. * @param result the vector to store the result in
  66483. */
  66484. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66485. /**
  66486. * Returns a vector with the minimum values from the left and right vectors
  66487. * @param left left vector to minimize
  66488. * @param right right vector to minimize
  66489. * @returns a new vector with the minimum of the left and right vector values
  66490. */
  66491. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66492. /**
  66493. * Returns a vector with the maximum values from the left and right vectors
  66494. * @param left left vector to maximize
  66495. * @param right right vector to maximize
  66496. * @returns a new vector with the maximum of the left and right vector values
  66497. */
  66498. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66499. /**
  66500. * Returns the distance (float) between the vectors "value1" and "value2".
  66501. * @param value1 value to calulate the distance between
  66502. * @param value2 value to calulate the distance between
  66503. * @return the distance between the two vectors
  66504. */
  66505. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66506. /**
  66507. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66508. * @param value1 value to calulate the distance between
  66509. * @param value2 value to calulate the distance between
  66510. * @return the distance between the two vectors squared
  66511. */
  66512. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66513. /**
  66514. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66515. * @param value1 value to calulate the center between
  66516. * @param value2 value to calulate the center between
  66517. * @return the center between the two vectors
  66518. */
  66519. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66520. /**
  66521. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66522. * This methods computes transformed normalized direction vectors only.
  66523. * @param vector the vector to transform
  66524. * @param transformation the transformation matrix to apply
  66525. * @returns the new vector
  66526. */
  66527. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66528. /**
  66529. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66530. * This methods computes transformed normalized direction vectors only.
  66531. * @param vector the vector to transform
  66532. * @param transformation the transformation matrix to apply
  66533. * @param result the vector to store the result in
  66534. */
  66535. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66536. /**
  66537. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66538. * This methods computes transformed normalized direction vectors only.
  66539. * @param x value to transform
  66540. * @param y value to transform
  66541. * @param z value to transform
  66542. * @param w value to transform
  66543. * @param transformation the transformation matrix to apply
  66544. * @param result the vector to store the results in
  66545. */
  66546. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66547. /**
  66548. * Creates a new Vector4 from a Vector3
  66549. * @param source defines the source data
  66550. * @param w defines the 4th component (default is 0)
  66551. * @returns a new Vector4
  66552. */
  66553. static FromVector3(source: Vector3, w?: number): Vector4;
  66554. }
  66555. /**
  66556. * Class used to store quaternion data
  66557. * @see https://en.wikipedia.org/wiki/Quaternion
  66558. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66559. */
  66560. export class Quaternion {
  66561. /** defines the first component (0 by default) */
  66562. x: number;
  66563. /** defines the second component (0 by default) */
  66564. y: number;
  66565. /** defines the third component (0 by default) */
  66566. z: number;
  66567. /** defines the fourth component (1.0 by default) */
  66568. w: number;
  66569. /**
  66570. * Creates a new Quaternion from the given floats
  66571. * @param x defines the first component (0 by default)
  66572. * @param y defines the second component (0 by default)
  66573. * @param z defines the third component (0 by default)
  66574. * @param w defines the fourth component (1.0 by default)
  66575. */
  66576. constructor(
  66577. /** defines the first component (0 by default) */
  66578. x?: number,
  66579. /** defines the second component (0 by default) */
  66580. y?: number,
  66581. /** defines the third component (0 by default) */
  66582. z?: number,
  66583. /** defines the fourth component (1.0 by default) */
  66584. w?: number);
  66585. /**
  66586. * Gets a string representation for the current quaternion
  66587. * @returns a string with the Quaternion coordinates
  66588. */
  66589. toString(): string;
  66590. /**
  66591. * Gets the class name of the quaternion
  66592. * @returns the string "Quaternion"
  66593. */
  66594. getClassName(): string;
  66595. /**
  66596. * Gets a hash code for this quaternion
  66597. * @returns the quaternion hash code
  66598. */
  66599. getHashCode(): number;
  66600. /**
  66601. * Copy the quaternion to an array
  66602. * @returns a new array populated with 4 elements from the quaternion coordinates
  66603. */
  66604. asArray(): number[];
  66605. /**
  66606. * Check if two quaternions are equals
  66607. * @param otherQuaternion defines the second operand
  66608. * @return true if the current quaternion and the given one coordinates are strictly equals
  66609. */
  66610. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66611. /**
  66612. * Clone the current quaternion
  66613. * @returns a new quaternion copied from the current one
  66614. */
  66615. clone(): Quaternion;
  66616. /**
  66617. * Copy a quaternion to the current one
  66618. * @param other defines the other quaternion
  66619. * @returns the updated current quaternion
  66620. */
  66621. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66622. /**
  66623. * Updates the current quaternion with the given float coordinates
  66624. * @param x defines the x coordinate
  66625. * @param y defines the y coordinate
  66626. * @param z defines the z coordinate
  66627. * @param w defines the w coordinate
  66628. * @returns the updated current quaternion
  66629. */
  66630. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66631. /**
  66632. * Updates the current quaternion from the given float coordinates
  66633. * @param x defines the x coordinate
  66634. * @param y defines the y coordinate
  66635. * @param z defines the z coordinate
  66636. * @param w defines the w coordinate
  66637. * @returns the updated current quaternion
  66638. */
  66639. set(x: number, y: number, z: number, w: number): Quaternion;
  66640. /**
  66641. * Adds two quaternions
  66642. * @param other defines the second operand
  66643. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66644. */
  66645. add(other: DeepImmutable<Quaternion>): Quaternion;
  66646. /**
  66647. * Add a quaternion to the current one
  66648. * @param other defines the quaternion to add
  66649. * @returns the current quaternion
  66650. */
  66651. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66652. /**
  66653. * Subtract two quaternions
  66654. * @param other defines the second operand
  66655. * @returns a new quaternion as the subtraction result of the given one from the current one
  66656. */
  66657. subtract(other: Quaternion): Quaternion;
  66658. /**
  66659. * Multiplies the current quaternion by a scale factor
  66660. * @param value defines the scale factor
  66661. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66662. */
  66663. scale(value: number): Quaternion;
  66664. /**
  66665. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66666. * @param scale defines the scale factor
  66667. * @param result defines the Quaternion object where to store the result
  66668. * @returns the unmodified current quaternion
  66669. */
  66670. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66671. /**
  66672. * Multiplies in place the current quaternion by a scale factor
  66673. * @param value defines the scale factor
  66674. * @returns the current modified quaternion
  66675. */
  66676. scaleInPlace(value: number): Quaternion;
  66677. /**
  66678. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66679. * @param scale defines the scale factor
  66680. * @param result defines the Quaternion object where to store the result
  66681. * @returns the unmodified current quaternion
  66682. */
  66683. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66684. /**
  66685. * Multiplies two quaternions
  66686. * @param q1 defines the second operand
  66687. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66688. */
  66689. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66690. /**
  66691. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66692. * @param q1 defines the second operand
  66693. * @param result defines the target quaternion
  66694. * @returns the current quaternion
  66695. */
  66696. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66697. /**
  66698. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66699. * @param q1 defines the second operand
  66700. * @returns the currentupdated quaternion
  66701. */
  66702. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66703. /**
  66704. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66705. * @param ref defines the target quaternion
  66706. * @returns the current quaternion
  66707. */
  66708. conjugateToRef(ref: Quaternion): Quaternion;
  66709. /**
  66710. * Conjugates in place (1-q) the current quaternion
  66711. * @returns the current updated quaternion
  66712. */
  66713. conjugateInPlace(): Quaternion;
  66714. /**
  66715. * Conjugates in place (1-q) the current quaternion
  66716. * @returns a new quaternion
  66717. */
  66718. conjugate(): Quaternion;
  66719. /**
  66720. * Gets length of current quaternion
  66721. * @returns the quaternion length (float)
  66722. */
  66723. length(): number;
  66724. /**
  66725. * Normalize in place the current quaternion
  66726. * @returns the current updated quaternion
  66727. */
  66728. normalize(): Quaternion;
  66729. /**
  66730. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66731. * @param order is a reserved parameter and is ignore for now
  66732. * @returns a new Vector3 containing the Euler angles
  66733. */
  66734. toEulerAngles(order?: string): Vector3;
  66735. /**
  66736. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66737. * @param result defines the vector which will be filled with the Euler angles
  66738. * @param order is a reserved parameter and is ignore for now
  66739. * @returns the current unchanged quaternion
  66740. */
  66741. toEulerAnglesToRef(result: Vector3): Quaternion;
  66742. /**
  66743. * Updates the given rotation matrix with the current quaternion values
  66744. * @param result defines the target matrix
  66745. * @returns the current unchanged quaternion
  66746. */
  66747. toRotationMatrix(result: Matrix): Quaternion;
  66748. /**
  66749. * Updates the current quaternion from the given rotation matrix values
  66750. * @param matrix defines the source matrix
  66751. * @returns the current updated quaternion
  66752. */
  66753. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66754. /**
  66755. * Creates a new quaternion from a rotation matrix
  66756. * @param matrix defines the source matrix
  66757. * @returns a new quaternion created from the given rotation matrix values
  66758. */
  66759. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66760. /**
  66761. * Updates the given quaternion with the given rotation matrix values
  66762. * @param matrix defines the source matrix
  66763. * @param result defines the target quaternion
  66764. */
  66765. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  66766. /**
  66767. * Returns the dot product (float) between the quaternions "left" and "right"
  66768. * @param left defines the left operand
  66769. * @param right defines the right operand
  66770. * @returns the dot product
  66771. */
  66772. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  66773. /**
  66774. * Checks if the two quaternions are close to each other
  66775. * @param quat0 defines the first quaternion to check
  66776. * @param quat1 defines the second quaternion to check
  66777. * @returns true if the two quaternions are close to each other
  66778. */
  66779. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  66780. /**
  66781. * Creates an empty quaternion
  66782. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  66783. */
  66784. static Zero(): Quaternion;
  66785. /**
  66786. * Inverse a given quaternion
  66787. * @param q defines the source quaternion
  66788. * @returns a new quaternion as the inverted current quaternion
  66789. */
  66790. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  66791. /**
  66792. * Inverse a given quaternion
  66793. * @param q defines the source quaternion
  66794. * @param result the quaternion the result will be stored in
  66795. * @returns the result quaternion
  66796. */
  66797. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  66798. /**
  66799. * Creates an identity quaternion
  66800. * @returns the identity quaternion
  66801. */
  66802. static Identity(): Quaternion;
  66803. /**
  66804. * Gets a boolean indicating if the given quaternion is identity
  66805. * @param quaternion defines the quaternion to check
  66806. * @returns true if the quaternion is identity
  66807. */
  66808. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  66809. /**
  66810. * Creates a quaternion from a rotation around an axis
  66811. * @param axis defines the axis to use
  66812. * @param angle defines the angle to use
  66813. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  66814. */
  66815. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  66816. /**
  66817. * Creates a rotation around an axis and stores it into the given quaternion
  66818. * @param axis defines the axis to use
  66819. * @param angle defines the angle to use
  66820. * @param result defines the target quaternion
  66821. * @returns the target quaternion
  66822. */
  66823. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  66824. /**
  66825. * Creates a new quaternion from data stored into an array
  66826. * @param array defines the data source
  66827. * @param offset defines the offset in the source array where the data starts
  66828. * @returns a new quaternion
  66829. */
  66830. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  66831. /**
  66832. * Create a quaternion from Euler rotation angles
  66833. * @param x Pitch
  66834. * @param y Yaw
  66835. * @param z Roll
  66836. * @returns the new Quaternion
  66837. */
  66838. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  66839. /**
  66840. * Updates a quaternion from Euler rotation angles
  66841. * @param x Pitch
  66842. * @param y Yaw
  66843. * @param z Roll
  66844. * @param result the quaternion to store the result
  66845. * @returns the updated quaternion
  66846. */
  66847. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  66848. /**
  66849. * Create a quaternion from Euler rotation vector
  66850. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66851. * @returns the new Quaternion
  66852. */
  66853. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  66854. /**
  66855. * Updates a quaternion from Euler rotation vector
  66856. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  66857. * @param result the quaternion to store the result
  66858. * @returns the updated quaternion
  66859. */
  66860. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  66861. /**
  66862. * Creates a new quaternion from the given Euler float angles (y, x, z)
  66863. * @param yaw defines the rotation around Y axis
  66864. * @param pitch defines the rotation around X axis
  66865. * @param roll defines the rotation around Z axis
  66866. * @returns the new quaternion
  66867. */
  66868. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  66869. /**
  66870. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  66871. * @param yaw defines the rotation around Y axis
  66872. * @param pitch defines the rotation around X axis
  66873. * @param roll defines the rotation around Z axis
  66874. * @param result defines the target quaternion
  66875. */
  66876. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  66877. /**
  66878. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  66879. * @param alpha defines the rotation around first axis
  66880. * @param beta defines the rotation around second axis
  66881. * @param gamma defines the rotation around third axis
  66882. * @returns the new quaternion
  66883. */
  66884. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  66885. /**
  66886. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  66887. * @param alpha defines the rotation around first axis
  66888. * @param beta defines the rotation around second axis
  66889. * @param gamma defines the rotation around third axis
  66890. * @param result defines the target quaternion
  66891. */
  66892. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  66893. /**
  66894. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  66895. * @param axis1 defines the first axis
  66896. * @param axis2 defines the second axis
  66897. * @param axis3 defines the third axis
  66898. * @returns the new quaternion
  66899. */
  66900. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  66901. /**
  66902. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  66903. * @param axis1 defines the first axis
  66904. * @param axis2 defines the second axis
  66905. * @param axis3 defines the third axis
  66906. * @param ref defines the target quaternion
  66907. */
  66908. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  66909. /**
  66910. * Interpolates between two quaternions
  66911. * @param left defines first quaternion
  66912. * @param right defines second quaternion
  66913. * @param amount defines the gradient to use
  66914. * @returns the new interpolated quaternion
  66915. */
  66916. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66917. /**
  66918. * Interpolates between two quaternions and stores it into a target quaternion
  66919. * @param left defines first quaternion
  66920. * @param right defines second quaternion
  66921. * @param amount defines the gradient to use
  66922. * @param result defines the target quaternion
  66923. */
  66924. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  66925. /**
  66926. * Interpolate between two quaternions using Hermite interpolation
  66927. * @param value1 defines first quaternion
  66928. * @param tangent1 defines the incoming tangent
  66929. * @param value2 defines second quaternion
  66930. * @param tangent2 defines the outgoing tangent
  66931. * @param amount defines the target quaternion
  66932. * @returns the new interpolated quaternion
  66933. */
  66934. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  66935. }
  66936. /**
  66937. * Class used to store matrix data (4x4)
  66938. */
  66939. export class Matrix {
  66940. private static _updateFlagSeed;
  66941. private static _identityReadOnly;
  66942. private _isIdentity;
  66943. private _isIdentityDirty;
  66944. private _isIdentity3x2;
  66945. private _isIdentity3x2Dirty;
  66946. /**
  66947. * Gets the update flag of the matrix which is an unique number for the matrix.
  66948. * It will be incremented every time the matrix data change.
  66949. * You can use it to speed the comparison between two versions of the same matrix.
  66950. */
  66951. updateFlag: number;
  66952. private readonly _m;
  66953. /**
  66954. * Gets the internal data of the matrix
  66955. */
  66956. readonly m: DeepImmutable<Float32Array>;
  66957. /** @hidden */
  66958. _markAsUpdated(): void;
  66959. /** @hidden */
  66960. private _updateIdentityStatus;
  66961. /**
  66962. * Creates an empty matrix (filled with zeros)
  66963. */
  66964. constructor();
  66965. /**
  66966. * Check if the current matrix is identity
  66967. * @returns true is the matrix is the identity matrix
  66968. */
  66969. isIdentity(): boolean;
  66970. /**
  66971. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  66972. * @returns true is the matrix is the identity matrix
  66973. */
  66974. isIdentityAs3x2(): boolean;
  66975. /**
  66976. * Gets the determinant of the matrix
  66977. * @returns the matrix determinant
  66978. */
  66979. determinant(): number;
  66980. /**
  66981. * Returns the matrix as a Float32Array
  66982. * @returns the matrix underlying array
  66983. */
  66984. toArray(): DeepImmutable<Float32Array>;
  66985. /**
  66986. * Returns the matrix as a Float32Array
  66987. * @returns the matrix underlying array.
  66988. */
  66989. asArray(): DeepImmutable<Float32Array>;
  66990. /**
  66991. * Inverts the current matrix in place
  66992. * @returns the current inverted matrix
  66993. */
  66994. invert(): Matrix;
  66995. /**
  66996. * Sets all the matrix elements to zero
  66997. * @returns the current matrix
  66998. */
  66999. reset(): Matrix;
  67000. /**
  67001. * Adds the current matrix with a second one
  67002. * @param other defines the matrix to add
  67003. * @returns a new matrix as the addition of the current matrix and the given one
  67004. */
  67005. add(other: DeepImmutable<Matrix>): Matrix;
  67006. /**
  67007. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67008. * @param other defines the matrix to add
  67009. * @param result defines the target matrix
  67010. * @returns the current matrix
  67011. */
  67012. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67013. /**
  67014. * Adds in place the given matrix to the current matrix
  67015. * @param other defines the second operand
  67016. * @returns the current updated matrix
  67017. */
  67018. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67019. /**
  67020. * Sets the given matrix to the current inverted Matrix
  67021. * @param other defines the target matrix
  67022. * @returns the unmodified current matrix
  67023. */
  67024. invertToRef(other: Matrix): Matrix;
  67025. /**
  67026. * add a value at the specified position in the current Matrix
  67027. * @param index the index of the value within the matrix. between 0 and 15.
  67028. * @param value the value to be added
  67029. * @returns the current updated matrix
  67030. */
  67031. addAtIndex(index: number, value: number): Matrix;
  67032. /**
  67033. * mutiply the specified position in the current Matrix by a value
  67034. * @param index the index of the value within the matrix. between 0 and 15.
  67035. * @param value the value to be added
  67036. * @returns the current updated matrix
  67037. */
  67038. multiplyAtIndex(index: number, value: number): Matrix;
  67039. /**
  67040. * Inserts the translation vector (using 3 floats) in the current matrix
  67041. * @param x defines the 1st component of the translation
  67042. * @param y defines the 2nd component of the translation
  67043. * @param z defines the 3rd component of the translation
  67044. * @returns the current updated matrix
  67045. */
  67046. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67047. /**
  67048. * Adds the translation vector (using 3 floats) in the current matrix
  67049. * @param x defines the 1st component of the translation
  67050. * @param y defines the 2nd component of the translation
  67051. * @param z defines the 3rd component of the translation
  67052. * @returns the current updated matrix
  67053. */
  67054. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67055. /**
  67056. * Inserts the translation vector in the current matrix
  67057. * @param vector3 defines the translation to insert
  67058. * @returns the current updated matrix
  67059. */
  67060. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67061. /**
  67062. * Gets the translation value of the current matrix
  67063. * @returns a new Vector3 as the extracted translation from the matrix
  67064. */
  67065. getTranslation(): Vector3;
  67066. /**
  67067. * Fill a Vector3 with the extracted translation from the matrix
  67068. * @param result defines the Vector3 where to store the translation
  67069. * @returns the current matrix
  67070. */
  67071. getTranslationToRef(result: Vector3): Matrix;
  67072. /**
  67073. * Remove rotation and scaling part from the matrix
  67074. * @returns the updated matrix
  67075. */
  67076. removeRotationAndScaling(): Matrix;
  67077. /**
  67078. * Multiply two matrices
  67079. * @param other defines the second operand
  67080. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67081. */
  67082. multiply(other: DeepImmutable<Matrix>): Matrix;
  67083. /**
  67084. * Copy the current matrix from the given one
  67085. * @param other defines the source matrix
  67086. * @returns the current updated matrix
  67087. */
  67088. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67089. /**
  67090. * Populates the given array from the starting index with the current matrix values
  67091. * @param array defines the target array
  67092. * @param offset defines the offset in the target array where to start storing values
  67093. * @returns the current matrix
  67094. */
  67095. copyToArray(array: Float32Array, offset?: number): Matrix;
  67096. /**
  67097. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67098. * @param other defines the second operand
  67099. * @param result defines the matrix where to store the multiplication
  67100. * @returns the current matrix
  67101. */
  67102. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67103. /**
  67104. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67105. * @param other defines the second operand
  67106. * @param result defines the array where to store the multiplication
  67107. * @param offset defines the offset in the target array where to start storing values
  67108. * @returns the current matrix
  67109. */
  67110. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67111. /**
  67112. * Check equality between this matrix and a second one
  67113. * @param value defines the second matrix to compare
  67114. * @returns true is the current matrix and the given one values are strictly equal
  67115. */
  67116. equals(value: DeepImmutable<Matrix>): boolean;
  67117. /**
  67118. * Clone the current matrix
  67119. * @returns a new matrix from the current matrix
  67120. */
  67121. clone(): Matrix;
  67122. /**
  67123. * Returns the name of the current matrix class
  67124. * @returns the string "Matrix"
  67125. */
  67126. getClassName(): string;
  67127. /**
  67128. * Gets the hash code of the current matrix
  67129. * @returns the hash code
  67130. */
  67131. getHashCode(): number;
  67132. /**
  67133. * Decomposes the current Matrix into a translation, rotation and scaling components
  67134. * @param scale defines the scale vector3 given as a reference to update
  67135. * @param rotation defines the rotation quaternion given as a reference to update
  67136. * @param translation defines the translation vector3 given as a reference to update
  67137. * @returns true if operation was successful
  67138. */
  67139. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67140. /**
  67141. * Gets specific row of the matrix
  67142. * @param index defines the number of the row to get
  67143. * @returns the index-th row of the current matrix as a new Vector4
  67144. */
  67145. getRow(index: number): Nullable<Vector4>;
  67146. /**
  67147. * Sets the index-th row of the current matrix to the vector4 values
  67148. * @param index defines the number of the row to set
  67149. * @param row defines the target vector4
  67150. * @returns the updated current matrix
  67151. */
  67152. setRow(index: number, row: Vector4): Matrix;
  67153. /**
  67154. * Compute the transpose of the matrix
  67155. * @returns the new transposed matrix
  67156. */
  67157. transpose(): Matrix;
  67158. /**
  67159. * Compute the transpose of the matrix and store it in a given matrix
  67160. * @param result defines the target matrix
  67161. * @returns the current matrix
  67162. */
  67163. transposeToRef(result: Matrix): Matrix;
  67164. /**
  67165. * Sets the index-th row of the current matrix with the given 4 x float values
  67166. * @param index defines the row index
  67167. * @param x defines the x component to set
  67168. * @param y defines the y component to set
  67169. * @param z defines the z component to set
  67170. * @param w defines the w component to set
  67171. * @returns the updated current matrix
  67172. */
  67173. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67174. /**
  67175. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67176. * @param scale defines the scale factor
  67177. * @returns a new matrix
  67178. */
  67179. scale(scale: number): Matrix;
  67180. /**
  67181. * Scale the current matrix values by a factor to a given result matrix
  67182. * @param scale defines the scale factor
  67183. * @param result defines the matrix to store the result
  67184. * @returns the current matrix
  67185. */
  67186. scaleToRef(scale: number, result: Matrix): Matrix;
  67187. /**
  67188. * Scale the current matrix values by a factor and add the result to a given matrix
  67189. * @param scale defines the scale factor
  67190. * @param result defines the Matrix to store the result
  67191. * @returns the current matrix
  67192. */
  67193. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67194. /**
  67195. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67196. * @param ref matrix to store the result
  67197. */
  67198. toNormalMatrix(ref: Matrix): void;
  67199. /**
  67200. * Gets only rotation part of the current matrix
  67201. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67202. */
  67203. getRotationMatrix(): Matrix;
  67204. /**
  67205. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67206. * @param result defines the target matrix to store data to
  67207. * @returns the current matrix
  67208. */
  67209. getRotationMatrixToRef(result: Matrix): Matrix;
  67210. /**
  67211. * Toggles model matrix from being right handed to left handed in place and vice versa
  67212. */
  67213. toggleModelMatrixHandInPlace(): void;
  67214. /**
  67215. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67216. */
  67217. toggleProjectionMatrixHandInPlace(): void;
  67218. /**
  67219. * Creates a matrix from an array
  67220. * @param array defines the source array
  67221. * @param offset defines an offset in the source array
  67222. * @returns a new Matrix set from the starting index of the given array
  67223. */
  67224. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67225. /**
  67226. * Copy the content of an array into a given matrix
  67227. * @param array defines the source array
  67228. * @param offset defines an offset in the source array
  67229. * @param result defines the target matrix
  67230. */
  67231. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67232. /**
  67233. * Stores an array into a matrix after having multiplied each component by a given factor
  67234. * @param array defines the source array
  67235. * @param offset defines the offset in the source array
  67236. * @param scale defines the scaling factor
  67237. * @param result defines the target matrix
  67238. */
  67239. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67240. /**
  67241. * Gets an identity matrix that must not be updated
  67242. */
  67243. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67244. /**
  67245. * Stores a list of values (16) inside a given matrix
  67246. * @param initialM11 defines 1st value of 1st row
  67247. * @param initialM12 defines 2nd value of 1st row
  67248. * @param initialM13 defines 3rd value of 1st row
  67249. * @param initialM14 defines 4th value of 1st row
  67250. * @param initialM21 defines 1st value of 2nd row
  67251. * @param initialM22 defines 2nd value of 2nd row
  67252. * @param initialM23 defines 3rd value of 2nd row
  67253. * @param initialM24 defines 4th value of 2nd row
  67254. * @param initialM31 defines 1st value of 3rd row
  67255. * @param initialM32 defines 2nd value of 3rd row
  67256. * @param initialM33 defines 3rd value of 3rd row
  67257. * @param initialM34 defines 4th value of 3rd row
  67258. * @param initialM41 defines 1st value of 4th row
  67259. * @param initialM42 defines 2nd value of 4th row
  67260. * @param initialM43 defines 3rd value of 4th row
  67261. * @param initialM44 defines 4th value of 4th row
  67262. * @param result defines the target matrix
  67263. */
  67264. 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;
  67265. /**
  67266. * Creates new matrix from a list of values (16)
  67267. * @param initialM11 defines 1st value of 1st row
  67268. * @param initialM12 defines 2nd value of 1st row
  67269. * @param initialM13 defines 3rd value of 1st row
  67270. * @param initialM14 defines 4th value of 1st row
  67271. * @param initialM21 defines 1st value of 2nd row
  67272. * @param initialM22 defines 2nd value of 2nd row
  67273. * @param initialM23 defines 3rd value of 2nd row
  67274. * @param initialM24 defines 4th value of 2nd row
  67275. * @param initialM31 defines 1st value of 3rd row
  67276. * @param initialM32 defines 2nd value of 3rd row
  67277. * @param initialM33 defines 3rd value of 3rd row
  67278. * @param initialM34 defines 4th value of 3rd row
  67279. * @param initialM41 defines 1st value of 4th row
  67280. * @param initialM42 defines 2nd value of 4th row
  67281. * @param initialM43 defines 3rd value of 4th row
  67282. * @param initialM44 defines 4th value of 4th row
  67283. * @returns the new matrix
  67284. */
  67285. 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;
  67286. /**
  67287. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67288. * @param scale defines the scale vector3
  67289. * @param rotation defines the rotation quaternion
  67290. * @param translation defines the translation vector3
  67291. * @returns a new matrix
  67292. */
  67293. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67294. /**
  67295. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67296. * @param scale defines the scale vector3
  67297. * @param rotation defines the rotation quaternion
  67298. * @param translation defines the translation vector3
  67299. * @param result defines the target matrix
  67300. */
  67301. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67302. /**
  67303. * Creates a new identity matrix
  67304. * @returns a new identity matrix
  67305. */
  67306. static Identity(): Matrix;
  67307. /**
  67308. * Creates a new identity matrix and stores the result in a given matrix
  67309. * @param result defines the target matrix
  67310. */
  67311. static IdentityToRef(result: Matrix): void;
  67312. /**
  67313. * Creates a new zero matrix
  67314. * @returns a new zero matrix
  67315. */
  67316. static Zero(): Matrix;
  67317. /**
  67318. * Creates a new rotation matrix for "angle" radians around the X axis
  67319. * @param angle defines the angle (in radians) to use
  67320. * @return the new matrix
  67321. */
  67322. static RotationX(angle: number): Matrix;
  67323. /**
  67324. * Creates a new matrix as the invert of a given matrix
  67325. * @param source defines the source matrix
  67326. * @returns the new matrix
  67327. */
  67328. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67329. /**
  67330. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67331. * @param angle defines the angle (in radians) to use
  67332. * @param result defines the target matrix
  67333. */
  67334. static RotationXToRef(angle: number, result: Matrix): void;
  67335. /**
  67336. * Creates a new rotation matrix for "angle" radians around the Y axis
  67337. * @param angle defines the angle (in radians) to use
  67338. * @return the new matrix
  67339. */
  67340. static RotationY(angle: number): Matrix;
  67341. /**
  67342. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67343. * @param angle defines the angle (in radians) to use
  67344. * @param result defines the target matrix
  67345. */
  67346. static RotationYToRef(angle: number, result: Matrix): void;
  67347. /**
  67348. * Creates a new rotation matrix for "angle" radians around the Z axis
  67349. * @param angle defines the angle (in radians) to use
  67350. * @return the new matrix
  67351. */
  67352. static RotationZ(angle: number): Matrix;
  67353. /**
  67354. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67355. * @param angle defines the angle (in radians) to use
  67356. * @param result defines the target matrix
  67357. */
  67358. static RotationZToRef(angle: number, result: Matrix): void;
  67359. /**
  67360. * Creates a new rotation matrix for "angle" radians around the given axis
  67361. * @param axis defines the axis to use
  67362. * @param angle defines the angle (in radians) to use
  67363. * @return the new matrix
  67364. */
  67365. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67366. /**
  67367. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67368. * @param axis defines the axis to use
  67369. * @param angle defines the angle (in radians) to use
  67370. * @param result defines the target matrix
  67371. */
  67372. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67373. /**
  67374. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67375. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67376. * @param from defines the vector to align
  67377. * @param to defines the vector to align to
  67378. * @param result defines the target matrix
  67379. */
  67380. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67381. /**
  67382. * Creates a rotation matrix
  67383. * @param yaw defines the yaw angle in radians (Y axis)
  67384. * @param pitch defines the pitch angle in radians (X axis)
  67385. * @param roll defines the roll angle in radians (X axis)
  67386. * @returns the new rotation matrix
  67387. */
  67388. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67389. /**
  67390. * Creates a rotation matrix and stores it in a given matrix
  67391. * @param yaw defines the yaw angle in radians (Y axis)
  67392. * @param pitch defines the pitch angle in radians (X axis)
  67393. * @param roll defines the roll angle in radians (X axis)
  67394. * @param result defines the target matrix
  67395. */
  67396. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67397. /**
  67398. * Creates a scaling matrix
  67399. * @param x defines the scale factor on X axis
  67400. * @param y defines the scale factor on Y axis
  67401. * @param z defines the scale factor on Z axis
  67402. * @returns the new matrix
  67403. */
  67404. static Scaling(x: number, y: number, z: number): Matrix;
  67405. /**
  67406. * Creates a scaling matrix and stores it in a given matrix
  67407. * @param x defines the scale factor on X axis
  67408. * @param y defines the scale factor on Y axis
  67409. * @param z defines the scale factor on Z axis
  67410. * @param result defines the target matrix
  67411. */
  67412. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67413. /**
  67414. * Creates a translation matrix
  67415. * @param x defines the translation on X axis
  67416. * @param y defines the translation on Y axis
  67417. * @param z defines the translationon Z axis
  67418. * @returns the new matrix
  67419. */
  67420. static Translation(x: number, y: number, z: number): Matrix;
  67421. /**
  67422. * Creates a translation matrix and stores it in a given matrix
  67423. * @param x defines the translation on X axis
  67424. * @param y defines the translation on Y axis
  67425. * @param z defines the translationon Z axis
  67426. * @param result defines the target matrix
  67427. */
  67428. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67429. /**
  67430. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67431. * @param startValue defines the start value
  67432. * @param endValue defines the end value
  67433. * @param gradient defines the gradient factor
  67434. * @returns the new matrix
  67435. */
  67436. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67437. /**
  67438. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67439. * @param startValue defines the start value
  67440. * @param endValue defines the end value
  67441. * @param gradient defines the gradient factor
  67442. * @param result defines the Matrix object where to store data
  67443. */
  67444. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67445. /**
  67446. * Builds a new matrix whose values are computed by:
  67447. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67448. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67449. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67450. * @param startValue defines the first matrix
  67451. * @param endValue defines the second matrix
  67452. * @param gradient defines the gradient between the two matrices
  67453. * @returns the new matrix
  67454. */
  67455. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67456. /**
  67457. * Update a matrix to values which are computed by:
  67458. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67459. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67460. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67461. * @param startValue defines the first matrix
  67462. * @param endValue defines the second matrix
  67463. * @param gradient defines the gradient between the two matrices
  67464. * @param result defines the target matrix
  67465. */
  67466. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67467. /**
  67468. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  67469. * This function works in left handed mode
  67470. * @param eye defines the final position of the entity
  67471. * @param target defines where the entity should look at
  67472. * @param up defines the up vector for the entity
  67473. * @returns the new matrix
  67474. */
  67475. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67476. /**
  67477. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  67478. * This function works in left handed mode
  67479. * @param eye defines the final position of the entity
  67480. * @param target defines where the entity should look at
  67481. * @param up defines the up vector for the entity
  67482. * @param result defines the target matrix
  67483. */
  67484. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67485. /**
  67486. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  67487. * This function works in right handed mode
  67488. * @param eye defines the final position of the entity
  67489. * @param target defines where the entity should look at
  67490. * @param up defines the up vector for the entity
  67491. * @returns the new matrix
  67492. */
  67493. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67494. /**
  67495. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  67496. * This function works in right handed mode
  67497. * @param eye defines the final position of the entity
  67498. * @param target defines where the entity should look at
  67499. * @param up defines the up vector for the entity
  67500. * @param result defines the target matrix
  67501. */
  67502. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67503. /**
  67504. * Create a left-handed orthographic projection matrix
  67505. * @param width defines the viewport width
  67506. * @param height defines the viewport height
  67507. * @param znear defines the near clip plane
  67508. * @param zfar defines the far clip plane
  67509. * @returns a new matrix as a left-handed orthographic projection matrix
  67510. */
  67511. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67512. /**
  67513. * Store a left-handed orthographic projection to a given matrix
  67514. * @param width defines the viewport width
  67515. * @param height defines the viewport height
  67516. * @param znear defines the near clip plane
  67517. * @param zfar defines the far clip plane
  67518. * @param result defines the target matrix
  67519. */
  67520. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67521. /**
  67522. * Create a left-handed orthographic projection matrix
  67523. * @param left defines the viewport left coordinate
  67524. * @param right defines the viewport right coordinate
  67525. * @param bottom defines the viewport bottom coordinate
  67526. * @param top defines the viewport top coordinate
  67527. * @param znear defines the near clip plane
  67528. * @param zfar defines the far clip plane
  67529. * @returns a new matrix as a left-handed orthographic projection matrix
  67530. */
  67531. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67532. /**
  67533. * Stores a left-handed orthographic projection into a given matrix
  67534. * @param left defines the viewport left coordinate
  67535. * @param right defines the viewport right coordinate
  67536. * @param bottom defines the viewport bottom coordinate
  67537. * @param top defines the viewport top coordinate
  67538. * @param znear defines the near clip plane
  67539. * @param zfar defines the far clip plane
  67540. * @param result defines the target matrix
  67541. */
  67542. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67543. /**
  67544. * Creates a right-handed orthographic projection matrix
  67545. * @param left defines the viewport left coordinate
  67546. * @param right defines the viewport right coordinate
  67547. * @param bottom defines the viewport bottom coordinate
  67548. * @param top defines the viewport top coordinate
  67549. * @param znear defines the near clip plane
  67550. * @param zfar defines the far clip plane
  67551. * @returns a new matrix as a right-handed orthographic projection matrix
  67552. */
  67553. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67554. /**
  67555. * Stores a right-handed orthographic projection into a given matrix
  67556. * @param left defines the viewport left coordinate
  67557. * @param right defines the viewport right coordinate
  67558. * @param bottom defines the viewport bottom coordinate
  67559. * @param top defines the viewport top coordinate
  67560. * @param znear defines the near clip plane
  67561. * @param zfar defines the far clip plane
  67562. * @param result defines the target matrix
  67563. */
  67564. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67565. /**
  67566. * Creates a left-handed perspective projection matrix
  67567. * @param width defines the viewport width
  67568. * @param height defines the viewport height
  67569. * @param znear defines the near clip plane
  67570. * @param zfar defines the far clip plane
  67571. * @returns a new matrix as a left-handed perspective projection matrix
  67572. */
  67573. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67574. /**
  67575. * Creates a left-handed perspective projection matrix
  67576. * @param fov defines the horizontal field of view
  67577. * @param aspect defines the aspect ratio
  67578. * @param znear defines the near clip plane
  67579. * @param zfar defines the far clip plane
  67580. * @returns a new matrix as a left-handed perspective projection matrix
  67581. */
  67582. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67583. /**
  67584. * Stores a left-handed perspective projection into a given matrix
  67585. * @param fov defines the horizontal field of view
  67586. * @param aspect defines the aspect ratio
  67587. * @param znear defines the near clip plane
  67588. * @param zfar defines the far clip plane
  67589. * @param result defines the target matrix
  67590. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67591. */
  67592. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67593. /**
  67594. * Creates a right-handed perspective projection matrix
  67595. * @param fov defines the horizontal field of view
  67596. * @param aspect defines the aspect ratio
  67597. * @param znear defines the near clip plane
  67598. * @param zfar defines the far clip plane
  67599. * @returns a new matrix as a right-handed perspective projection matrix
  67600. */
  67601. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67602. /**
  67603. * Stores a right-handed perspective projection into a given matrix
  67604. * @param fov defines the horizontal field of view
  67605. * @param aspect defines the aspect ratio
  67606. * @param znear defines the near clip plane
  67607. * @param zfar defines the far clip plane
  67608. * @param result defines the target matrix
  67609. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67610. */
  67611. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67612. /**
  67613. * Stores a perspective projection for WebVR info a given matrix
  67614. * @param fov defines the field of view
  67615. * @param znear defines the near clip plane
  67616. * @param zfar defines the far clip plane
  67617. * @param result defines the target matrix
  67618. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67619. */
  67620. static PerspectiveFovWebVRToRef(fov: {
  67621. upDegrees: number;
  67622. downDegrees: number;
  67623. leftDegrees: number;
  67624. rightDegrees: number;
  67625. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67626. /**
  67627. * Computes a complete transformation matrix
  67628. * @param viewport defines the viewport to use
  67629. * @param world defines the world matrix
  67630. * @param view defines the view matrix
  67631. * @param projection defines the projection matrix
  67632. * @param zmin defines the near clip plane
  67633. * @param zmax defines the far clip plane
  67634. * @returns the transformation matrix
  67635. */
  67636. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67637. /**
  67638. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67639. * @param matrix defines the matrix to use
  67640. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67641. */
  67642. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67643. /**
  67644. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67645. * @param matrix defines the matrix to use
  67646. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67647. */
  67648. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67649. /**
  67650. * Compute the transpose of a given matrix
  67651. * @param matrix defines the matrix to transpose
  67652. * @returns the new matrix
  67653. */
  67654. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67655. /**
  67656. * Compute the transpose of a matrix and store it in a target matrix
  67657. * @param matrix defines the matrix to transpose
  67658. * @param result defines the target matrix
  67659. */
  67660. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67661. /**
  67662. * Computes a reflection matrix from a plane
  67663. * @param plane defines the reflection plane
  67664. * @returns a new matrix
  67665. */
  67666. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67667. /**
  67668. * Computes a reflection matrix from a plane
  67669. * @param plane defines the reflection plane
  67670. * @param result defines the target matrix
  67671. */
  67672. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67673. /**
  67674. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67675. * @param xaxis defines the value of the 1st axis
  67676. * @param yaxis defines the value of the 2nd axis
  67677. * @param zaxis defines the value of the 3rd axis
  67678. * @param result defines the target matrix
  67679. */
  67680. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67681. /**
  67682. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67683. * @param quat defines the quaternion to use
  67684. * @param result defines the target matrix
  67685. */
  67686. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67687. }
  67688. /**
  67689. * @hidden
  67690. */
  67691. export class TmpVectors {
  67692. static Vector2: Vector2[];
  67693. static Vector3: Vector3[];
  67694. static Vector4: Vector4[];
  67695. static Quaternion: Quaternion[];
  67696. static Matrix: Matrix[];
  67697. }
  67698. }
  67699. declare module BABYLON {
  67700. /** Defines the cross module used constants to avoid circular dependncies */
  67701. export class Constants {
  67702. /** Defines that alpha blending is disabled */
  67703. static readonly ALPHA_DISABLE: number;
  67704. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67705. static readonly ALPHA_ADD: number;
  67706. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67707. static readonly ALPHA_COMBINE: number;
  67708. /** Defines that alpha blending to DEST - SRC * DEST */
  67709. static readonly ALPHA_SUBTRACT: number;
  67710. /** Defines that alpha blending to SRC * DEST */
  67711. static readonly ALPHA_MULTIPLY: number;
  67712. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67713. static readonly ALPHA_MAXIMIZED: number;
  67714. /** Defines that alpha blending to SRC + DEST */
  67715. static readonly ALPHA_ONEONE: number;
  67716. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67717. static readonly ALPHA_PREMULTIPLIED: number;
  67718. /**
  67719. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67720. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67721. */
  67722. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67723. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67724. static readonly ALPHA_INTERPOLATE: number;
  67725. /**
  67726. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67727. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67728. */
  67729. static readonly ALPHA_SCREENMODE: number;
  67730. /** Defines that the ressource is not delayed*/
  67731. static readonly DELAYLOADSTATE_NONE: number;
  67732. /** Defines that the ressource was successfully delay loaded */
  67733. static readonly DELAYLOADSTATE_LOADED: number;
  67734. /** Defines that the ressource is currently delay loading */
  67735. static readonly DELAYLOADSTATE_LOADING: number;
  67736. /** Defines that the ressource is delayed and has not started loading */
  67737. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67738. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67739. static readonly NEVER: number;
  67740. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  67741. static readonly ALWAYS: number;
  67742. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67743. static readonly LESS: number;
  67744. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67745. static readonly EQUAL: number;
  67746. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  67747. static readonly LEQUAL: number;
  67748. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67749. static readonly GREATER: number;
  67750. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  67751. static readonly GEQUAL: number;
  67752. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  67753. static readonly NOTEQUAL: number;
  67754. /** Passed to stencilOperation to specify that stencil value must be kept */
  67755. static readonly KEEP: number;
  67756. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67757. static readonly REPLACE: number;
  67758. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67759. static readonly INCR: number;
  67760. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67761. static readonly DECR: number;
  67762. /** Passed to stencilOperation to specify that stencil value must be inverted */
  67763. static readonly INVERT: number;
  67764. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  67765. static readonly INCR_WRAP: number;
  67766. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  67767. static readonly DECR_WRAP: number;
  67768. /** Texture is not repeating outside of 0..1 UVs */
  67769. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  67770. /** Texture is repeating outside of 0..1 UVs */
  67771. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  67772. /** Texture is repeating and mirrored */
  67773. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  67774. /** ALPHA */
  67775. static readonly TEXTUREFORMAT_ALPHA: number;
  67776. /** LUMINANCE */
  67777. static readonly TEXTUREFORMAT_LUMINANCE: number;
  67778. /** LUMINANCE_ALPHA */
  67779. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  67780. /** RGB */
  67781. static readonly TEXTUREFORMAT_RGB: number;
  67782. /** RGBA */
  67783. static readonly TEXTUREFORMAT_RGBA: number;
  67784. /** RED */
  67785. static readonly TEXTUREFORMAT_RED: number;
  67786. /** RED (2nd reference) */
  67787. static readonly TEXTUREFORMAT_R: number;
  67788. /** RG */
  67789. static readonly TEXTUREFORMAT_RG: number;
  67790. /** RED_INTEGER */
  67791. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  67792. /** RED_INTEGER (2nd reference) */
  67793. static readonly TEXTUREFORMAT_R_INTEGER: number;
  67794. /** RG_INTEGER */
  67795. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  67796. /** RGB_INTEGER */
  67797. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  67798. /** RGBA_INTEGER */
  67799. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  67800. /** UNSIGNED_BYTE */
  67801. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  67802. /** UNSIGNED_BYTE (2nd reference) */
  67803. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  67804. /** FLOAT */
  67805. static readonly TEXTURETYPE_FLOAT: number;
  67806. /** HALF_FLOAT */
  67807. static readonly TEXTURETYPE_HALF_FLOAT: number;
  67808. /** BYTE */
  67809. static readonly TEXTURETYPE_BYTE: number;
  67810. /** SHORT */
  67811. static readonly TEXTURETYPE_SHORT: number;
  67812. /** UNSIGNED_SHORT */
  67813. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  67814. /** INT */
  67815. static readonly TEXTURETYPE_INT: number;
  67816. /** UNSIGNED_INT */
  67817. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  67818. /** UNSIGNED_SHORT_4_4_4_4 */
  67819. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  67820. /** UNSIGNED_SHORT_5_5_5_1 */
  67821. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  67822. /** UNSIGNED_SHORT_5_6_5 */
  67823. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  67824. /** UNSIGNED_INT_2_10_10_10_REV */
  67825. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  67826. /** UNSIGNED_INT_24_8 */
  67827. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  67828. /** UNSIGNED_INT_10F_11F_11F_REV */
  67829. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  67830. /** UNSIGNED_INT_5_9_9_9_REV */
  67831. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  67832. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  67833. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  67834. /** nearest is mag = nearest and min = nearest and mip = linear */
  67835. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  67836. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67837. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  67838. /** Trilinear is mag = linear and min = linear and mip = linear */
  67839. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  67840. /** nearest is mag = nearest and min = nearest and mip = linear */
  67841. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  67842. /** Bilinear is mag = linear and min = linear and mip = nearest */
  67843. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  67844. /** Trilinear is mag = linear and min = linear and mip = linear */
  67845. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  67846. /** mag = nearest and min = nearest and mip = nearest */
  67847. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  67848. /** mag = nearest and min = linear and mip = nearest */
  67849. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  67850. /** mag = nearest and min = linear and mip = linear */
  67851. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  67852. /** mag = nearest and min = linear and mip = none */
  67853. static readonly TEXTURE_NEAREST_LINEAR: number;
  67854. /** mag = nearest and min = nearest and mip = none */
  67855. static readonly TEXTURE_NEAREST_NEAREST: number;
  67856. /** mag = linear and min = nearest and mip = nearest */
  67857. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  67858. /** mag = linear and min = nearest and mip = linear */
  67859. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  67860. /** mag = linear and min = linear and mip = none */
  67861. static readonly TEXTURE_LINEAR_LINEAR: number;
  67862. /** mag = linear and min = nearest and mip = none */
  67863. static readonly TEXTURE_LINEAR_NEAREST: number;
  67864. /** Explicit coordinates mode */
  67865. static readonly TEXTURE_EXPLICIT_MODE: number;
  67866. /** Spherical coordinates mode */
  67867. static readonly TEXTURE_SPHERICAL_MODE: number;
  67868. /** Planar coordinates mode */
  67869. static readonly TEXTURE_PLANAR_MODE: number;
  67870. /** Cubic coordinates mode */
  67871. static readonly TEXTURE_CUBIC_MODE: number;
  67872. /** Projection coordinates mode */
  67873. static readonly TEXTURE_PROJECTION_MODE: number;
  67874. /** Skybox coordinates mode */
  67875. static readonly TEXTURE_SKYBOX_MODE: number;
  67876. /** Inverse Cubic coordinates mode */
  67877. static readonly TEXTURE_INVCUBIC_MODE: number;
  67878. /** Equirectangular coordinates mode */
  67879. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  67880. /** Equirectangular Fixed coordinates mode */
  67881. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  67882. /** Equirectangular Fixed Mirrored coordinates mode */
  67883. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  67884. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  67885. static readonly SCALEMODE_FLOOR: number;
  67886. /** Defines that texture rescaling will look for the nearest power of 2 size */
  67887. static readonly SCALEMODE_NEAREST: number;
  67888. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  67889. static readonly SCALEMODE_CEILING: number;
  67890. /**
  67891. * The dirty texture flag value
  67892. */
  67893. static readonly MATERIAL_TextureDirtyFlag: number;
  67894. /**
  67895. * The dirty light flag value
  67896. */
  67897. static readonly MATERIAL_LightDirtyFlag: number;
  67898. /**
  67899. * The dirty fresnel flag value
  67900. */
  67901. static readonly MATERIAL_FresnelDirtyFlag: number;
  67902. /**
  67903. * The dirty attribute flag value
  67904. */
  67905. static readonly MATERIAL_AttributesDirtyFlag: number;
  67906. /**
  67907. * The dirty misc flag value
  67908. */
  67909. static readonly MATERIAL_MiscDirtyFlag: number;
  67910. /**
  67911. * The all dirty flag value
  67912. */
  67913. static readonly MATERIAL_AllDirtyFlag: number;
  67914. /**
  67915. * Returns the triangle fill mode
  67916. */
  67917. static readonly MATERIAL_TriangleFillMode: number;
  67918. /**
  67919. * Returns the wireframe mode
  67920. */
  67921. static readonly MATERIAL_WireFrameFillMode: number;
  67922. /**
  67923. * Returns the point fill mode
  67924. */
  67925. static readonly MATERIAL_PointFillMode: number;
  67926. /**
  67927. * Returns the point list draw mode
  67928. */
  67929. static readonly MATERIAL_PointListDrawMode: number;
  67930. /**
  67931. * Returns the line list draw mode
  67932. */
  67933. static readonly MATERIAL_LineListDrawMode: number;
  67934. /**
  67935. * Returns the line loop draw mode
  67936. */
  67937. static readonly MATERIAL_LineLoopDrawMode: number;
  67938. /**
  67939. * Returns the line strip draw mode
  67940. */
  67941. static readonly MATERIAL_LineStripDrawMode: number;
  67942. /**
  67943. * Returns the triangle strip draw mode
  67944. */
  67945. static readonly MATERIAL_TriangleStripDrawMode: number;
  67946. /**
  67947. * Returns the triangle fan draw mode
  67948. */
  67949. static readonly MATERIAL_TriangleFanDrawMode: number;
  67950. /**
  67951. * Stores the clock-wise side orientation
  67952. */
  67953. static readonly MATERIAL_ClockWiseSideOrientation: number;
  67954. /**
  67955. * Stores the counter clock-wise side orientation
  67956. */
  67957. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  67958. /**
  67959. * Nothing
  67960. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67961. */
  67962. static readonly ACTION_NothingTrigger: number;
  67963. /**
  67964. * On pick
  67965. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67966. */
  67967. static readonly ACTION_OnPickTrigger: number;
  67968. /**
  67969. * On left pick
  67970. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67971. */
  67972. static readonly ACTION_OnLeftPickTrigger: number;
  67973. /**
  67974. * On right pick
  67975. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67976. */
  67977. static readonly ACTION_OnRightPickTrigger: number;
  67978. /**
  67979. * On center pick
  67980. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67981. */
  67982. static readonly ACTION_OnCenterPickTrigger: number;
  67983. /**
  67984. * On pick down
  67985. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67986. */
  67987. static readonly ACTION_OnPickDownTrigger: number;
  67988. /**
  67989. * On double pick
  67990. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67991. */
  67992. static readonly ACTION_OnDoublePickTrigger: number;
  67993. /**
  67994. * On pick up
  67995. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  67996. */
  67997. static readonly ACTION_OnPickUpTrigger: number;
  67998. /**
  67999. * On pick out.
  68000. * This trigger will only be raised if you also declared a OnPickDown
  68001. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68002. */
  68003. static readonly ACTION_OnPickOutTrigger: number;
  68004. /**
  68005. * On long press
  68006. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68007. */
  68008. static readonly ACTION_OnLongPressTrigger: number;
  68009. /**
  68010. * On pointer over
  68011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68012. */
  68013. static readonly ACTION_OnPointerOverTrigger: number;
  68014. /**
  68015. * On pointer out
  68016. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68017. */
  68018. static readonly ACTION_OnPointerOutTrigger: number;
  68019. /**
  68020. * On every frame
  68021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68022. */
  68023. static readonly ACTION_OnEveryFrameTrigger: number;
  68024. /**
  68025. * On intersection enter
  68026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68027. */
  68028. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68029. /**
  68030. * On intersection exit
  68031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68032. */
  68033. static readonly ACTION_OnIntersectionExitTrigger: number;
  68034. /**
  68035. * On key down
  68036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68037. */
  68038. static readonly ACTION_OnKeyDownTrigger: number;
  68039. /**
  68040. * On key up
  68041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68042. */
  68043. static readonly ACTION_OnKeyUpTrigger: number;
  68044. /**
  68045. * Billboard mode will only apply to Y axis
  68046. */
  68047. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68048. /**
  68049. * Billboard mode will apply to all axes
  68050. */
  68051. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68052. /**
  68053. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68054. */
  68055. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68056. /**
  68057. * Gets or sets base Assets URL
  68058. */
  68059. static PARTICLES_BaseAssetsUrl: string;
  68060. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68061. * Test order :
  68062. * Is the bounding sphere outside the frustum ?
  68063. * If not, are the bounding box vertices outside the frustum ?
  68064. * It not, then the cullable object is in the frustum.
  68065. */
  68066. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68067. /** Culling strategy : Bounding Sphere Only.
  68068. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68069. * It's also less accurate than the standard because some not visible objects can still be selected.
  68070. * Test : is the bounding sphere outside the frustum ?
  68071. * If not, then the cullable object is in the frustum.
  68072. */
  68073. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68074. /** Culling strategy : Optimistic Inclusion.
  68075. * This in an inclusion test first, then the standard exclusion test.
  68076. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68077. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68078. * Anyway, it's as accurate as the standard strategy.
  68079. * Test :
  68080. * Is the cullable object bounding sphere center in the frustum ?
  68081. * If not, apply the default culling strategy.
  68082. */
  68083. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68084. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68085. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68086. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68087. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68088. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68089. * Test :
  68090. * Is the cullable object bounding sphere center in the frustum ?
  68091. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68092. */
  68093. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68094. /**
  68095. * No logging while loading
  68096. */
  68097. static readonly SCENELOADER_NO_LOGGING: number;
  68098. /**
  68099. * Minimal logging while loading
  68100. */
  68101. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68102. /**
  68103. * Summary logging while loading
  68104. */
  68105. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68106. /**
  68107. * Detailled logging while loading
  68108. */
  68109. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68110. }
  68111. }
  68112. declare module BABYLON {
  68113. /**
  68114. * Class used to store and describe the pipeline context associated with an effect
  68115. */
  68116. export interface IPipelineContext {
  68117. /**
  68118. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68119. */
  68120. isAsync: boolean;
  68121. /**
  68122. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68123. */
  68124. isReady: boolean;
  68125. /** @hidden */
  68126. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68127. }
  68128. }
  68129. declare module BABYLON {
  68130. /** @hidden */
  68131. export interface IShaderProcessor {
  68132. attributeProcessor?: (attribute: string) => string;
  68133. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68134. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68135. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68136. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68137. lineProcessor?: (line: string, isFragment: boolean) => string;
  68138. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68139. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68140. }
  68141. }
  68142. declare module BABYLON {
  68143. /** @hidden */
  68144. export interface ProcessingOptions {
  68145. defines: string[];
  68146. indexParameters: any;
  68147. isFragment: boolean;
  68148. shouldUseHighPrecisionShader: boolean;
  68149. supportsUniformBuffers: boolean;
  68150. shadersRepository: string;
  68151. includesShadersStore: {
  68152. [key: string]: string;
  68153. };
  68154. processor?: IShaderProcessor;
  68155. version: string;
  68156. platformName: string;
  68157. lookForClosingBracketForUniformBuffer?: boolean;
  68158. }
  68159. }
  68160. declare module BABYLON {
  68161. /**
  68162. * Helper to manipulate strings
  68163. */
  68164. export class StringTools {
  68165. /**
  68166. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68167. * @param str Source string
  68168. * @param suffix Suffix to search for in the source string
  68169. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68170. */
  68171. static EndsWith(str: string, suffix: string): boolean;
  68172. /**
  68173. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68174. * @param str Source string
  68175. * @param suffix Suffix to search for in the source string
  68176. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68177. */
  68178. static StartsWith(str: string, suffix: string): boolean;
  68179. }
  68180. }
  68181. declare module BABYLON {
  68182. /** @hidden */
  68183. export class ShaderCodeNode {
  68184. line: string;
  68185. children: ShaderCodeNode[];
  68186. additionalDefineKey?: string;
  68187. additionalDefineValue?: string;
  68188. isValid(preprocessors: {
  68189. [key: string]: string;
  68190. }): boolean;
  68191. process(preprocessors: {
  68192. [key: string]: string;
  68193. }, options: ProcessingOptions): string;
  68194. }
  68195. }
  68196. declare module BABYLON {
  68197. /** @hidden */
  68198. export class ShaderCodeCursor {
  68199. private _lines;
  68200. lineIndex: number;
  68201. readonly currentLine: string;
  68202. readonly canRead: boolean;
  68203. lines: string[];
  68204. }
  68205. }
  68206. declare module BABYLON {
  68207. /** @hidden */
  68208. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68209. process(preprocessors: {
  68210. [key: string]: string;
  68211. }, options: ProcessingOptions): string;
  68212. }
  68213. }
  68214. declare module BABYLON {
  68215. /** @hidden */
  68216. export class ShaderDefineExpression {
  68217. isTrue(preprocessors: {
  68218. [key: string]: string;
  68219. }): boolean;
  68220. }
  68221. }
  68222. declare module BABYLON {
  68223. /** @hidden */
  68224. export class ShaderCodeTestNode extends ShaderCodeNode {
  68225. testExpression: ShaderDefineExpression;
  68226. isValid(preprocessors: {
  68227. [key: string]: string;
  68228. }): boolean;
  68229. }
  68230. }
  68231. declare module BABYLON {
  68232. /** @hidden */
  68233. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68234. define: string;
  68235. not: boolean;
  68236. constructor(define: string, not?: boolean);
  68237. isTrue(preprocessors: {
  68238. [key: string]: string;
  68239. }): boolean;
  68240. }
  68241. }
  68242. declare module BABYLON {
  68243. /** @hidden */
  68244. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68245. leftOperand: ShaderDefineExpression;
  68246. rightOperand: ShaderDefineExpression;
  68247. isTrue(preprocessors: {
  68248. [key: string]: string;
  68249. }): boolean;
  68250. }
  68251. }
  68252. declare module BABYLON {
  68253. /** @hidden */
  68254. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68255. leftOperand: ShaderDefineExpression;
  68256. rightOperand: ShaderDefineExpression;
  68257. isTrue(preprocessors: {
  68258. [key: string]: string;
  68259. }): boolean;
  68260. }
  68261. }
  68262. declare module BABYLON {
  68263. /** @hidden */
  68264. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68265. define: string;
  68266. operand: string;
  68267. testValue: string;
  68268. constructor(define: string, operand: string, testValue: string);
  68269. isTrue(preprocessors: {
  68270. [key: string]: string;
  68271. }): boolean;
  68272. }
  68273. }
  68274. declare module BABYLON {
  68275. /**
  68276. * @ignore
  68277. * Application error to support additional information when loading a file
  68278. */
  68279. export class LoadFileError extends Error {
  68280. /** defines the optional web request */
  68281. request?: WebRequest | undefined;
  68282. private static _setPrototypeOf;
  68283. /**
  68284. * Creates a new LoadFileError
  68285. * @param message defines the message of the error
  68286. * @param request defines the optional web request
  68287. */
  68288. constructor(message: string,
  68289. /** defines the optional web request */
  68290. request?: WebRequest | undefined);
  68291. }
  68292. }
  68293. declare module BABYLON {
  68294. /**
  68295. * Class used to enable access to offline support
  68296. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68297. */
  68298. export interface IOfflineProvider {
  68299. /**
  68300. * Gets a boolean indicating if scene must be saved in the database
  68301. */
  68302. enableSceneOffline: boolean;
  68303. /**
  68304. * Gets a boolean indicating if textures must be saved in the database
  68305. */
  68306. enableTexturesOffline: boolean;
  68307. /**
  68308. * Open the offline support and make it available
  68309. * @param successCallback defines the callback to call on success
  68310. * @param errorCallback defines the callback to call on error
  68311. */
  68312. open(successCallback: () => void, errorCallback: () => void): void;
  68313. /**
  68314. * Loads an image from the offline support
  68315. * @param url defines the url to load from
  68316. * @param image defines the target DOM image
  68317. */
  68318. loadImage(url: string, image: HTMLImageElement): void;
  68319. /**
  68320. * Loads a file from offline support
  68321. * @param url defines the URL to load from
  68322. * @param sceneLoaded defines a callback to call on success
  68323. * @param progressCallBack defines a callback to call when progress changed
  68324. * @param errorCallback defines a callback to call on error
  68325. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68326. */
  68327. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68328. }
  68329. }
  68330. declare module BABYLON {
  68331. /**
  68332. * Class used to help managing file picking and drag'n'drop
  68333. * File Storage
  68334. */
  68335. export class FilesInputStore {
  68336. /**
  68337. * List of files ready to be loaded
  68338. */
  68339. static FilesToLoad: {
  68340. [key: string]: File;
  68341. };
  68342. }
  68343. }
  68344. declare module BABYLON {
  68345. /**
  68346. * Class used to define a retry strategy when error happens while loading assets
  68347. */
  68348. export class RetryStrategy {
  68349. /**
  68350. * Function used to defines an exponential back off strategy
  68351. * @param maxRetries defines the maximum number of retries (3 by default)
  68352. * @param baseInterval defines the interval between retries
  68353. * @returns the strategy function to use
  68354. */
  68355. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68356. }
  68357. }
  68358. declare module BABYLON {
  68359. /**
  68360. * @hidden
  68361. */
  68362. export class FileTools {
  68363. /**
  68364. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68365. */
  68366. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68367. /**
  68368. * Gets or sets the base URL to use to load assets
  68369. */
  68370. static BaseUrl: string;
  68371. /**
  68372. * Default behaviour for cors in the application.
  68373. * It can be a string if the expected behavior is identical in the entire app.
  68374. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68375. */
  68376. static CorsBehavior: string | ((url: string | string[]) => string);
  68377. /**
  68378. * Gets or sets a function used to pre-process url before using them to load assets
  68379. */
  68380. static PreprocessUrl: (url: string) => string;
  68381. /**
  68382. * Removes unwanted characters from an url
  68383. * @param url defines the url to clean
  68384. * @returns the cleaned url
  68385. */
  68386. private static _CleanUrl;
  68387. /**
  68388. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68389. * @param url define the url we are trying
  68390. * @param element define the dom element where to configure the cors policy
  68391. */
  68392. static SetCorsBehavior(url: string | string[], element: {
  68393. crossOrigin: string | null;
  68394. }): void;
  68395. /**
  68396. * Loads an image as an HTMLImageElement.
  68397. * @param input url string, ArrayBuffer, or Blob to load
  68398. * @param onLoad callback called when the image successfully loads
  68399. * @param onError callback called when the image fails to load
  68400. * @param offlineProvider offline provider for caching
  68401. * @returns the HTMLImageElement of the loaded image
  68402. */
  68403. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68404. /**
  68405. * Loads a file
  68406. * @param fileToLoad defines the file to load
  68407. * @param callback defines the callback to call when data is loaded
  68408. * @param progressCallBack defines the callback to call during loading process
  68409. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68410. * @returns a file request object
  68411. */
  68412. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68413. /**
  68414. * Loads a file
  68415. * @param url url string, ArrayBuffer, or Blob to load
  68416. * @param onSuccess callback called when the file successfully loads
  68417. * @param onProgress callback called while file is loading (if the server supports this mode)
  68418. * @param offlineProvider defines the offline provider for caching
  68419. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68420. * @param onError callback called when the file fails to load
  68421. * @returns a file request object
  68422. */
  68423. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  68424. /**
  68425. * Checks if the loaded document was accessed via `file:`-Protocol.
  68426. * @returns boolean
  68427. */
  68428. static IsFileURL(): boolean;
  68429. }
  68430. }
  68431. declare module BABYLON {
  68432. /** @hidden */
  68433. export class ShaderProcessor {
  68434. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68435. private static _ProcessPrecision;
  68436. private static _ExtractOperation;
  68437. private static _BuildSubExpression;
  68438. private static _BuildExpression;
  68439. private static _MoveCursorWithinIf;
  68440. private static _MoveCursor;
  68441. private static _EvaluatePreProcessors;
  68442. private static _PreparePreProcessors;
  68443. private static _ProcessShaderConversion;
  68444. private static _ProcessIncludes;
  68445. }
  68446. }
  68447. declare module BABYLON {
  68448. /**
  68449. * Class used to hold a RBG color
  68450. */
  68451. export class Color3 {
  68452. /**
  68453. * Defines the red component (between 0 and 1, default is 0)
  68454. */
  68455. r: number;
  68456. /**
  68457. * Defines the green component (between 0 and 1, default is 0)
  68458. */
  68459. g: number;
  68460. /**
  68461. * Defines the blue component (between 0 and 1, default is 0)
  68462. */
  68463. b: number;
  68464. /**
  68465. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68466. * @param r defines the red component (between 0 and 1, default is 0)
  68467. * @param g defines the green component (between 0 and 1, default is 0)
  68468. * @param b defines the blue component (between 0 and 1, default is 0)
  68469. */
  68470. constructor(
  68471. /**
  68472. * Defines the red component (between 0 and 1, default is 0)
  68473. */
  68474. r?: number,
  68475. /**
  68476. * Defines the green component (between 0 and 1, default is 0)
  68477. */
  68478. g?: number,
  68479. /**
  68480. * Defines the blue component (between 0 and 1, default is 0)
  68481. */
  68482. b?: number);
  68483. /**
  68484. * Creates a string with the Color3 current values
  68485. * @returns the string representation of the Color3 object
  68486. */
  68487. toString(): string;
  68488. /**
  68489. * Returns the string "Color3"
  68490. * @returns "Color3"
  68491. */
  68492. getClassName(): string;
  68493. /**
  68494. * Compute the Color3 hash code
  68495. * @returns an unique number that can be used to hash Color3 objects
  68496. */
  68497. getHashCode(): number;
  68498. /**
  68499. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68500. * @param array defines the array where to store the r,g,b components
  68501. * @param index defines an optional index in the target array to define where to start storing values
  68502. * @returns the current Color3 object
  68503. */
  68504. toArray(array: FloatArray, index?: number): Color3;
  68505. /**
  68506. * Returns a new Color4 object from the current Color3 and the given alpha
  68507. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68508. * @returns a new Color4 object
  68509. */
  68510. toColor4(alpha?: number): Color4;
  68511. /**
  68512. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68513. * @returns the new array
  68514. */
  68515. asArray(): number[];
  68516. /**
  68517. * Returns the luminance value
  68518. * @returns a float value
  68519. */
  68520. toLuminance(): number;
  68521. /**
  68522. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68523. * @param otherColor defines the second operand
  68524. * @returns the new Color3 object
  68525. */
  68526. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68527. /**
  68528. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68529. * @param otherColor defines the second operand
  68530. * @param result defines the Color3 object where to store the result
  68531. * @returns the current Color3
  68532. */
  68533. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68534. /**
  68535. * Determines equality between Color3 objects
  68536. * @param otherColor defines the second operand
  68537. * @returns true if the rgb values are equal to the given ones
  68538. */
  68539. equals(otherColor: DeepImmutable<Color3>): boolean;
  68540. /**
  68541. * Determines equality between the current Color3 object and a set of r,b,g values
  68542. * @param r defines the red component to check
  68543. * @param g defines the green component to check
  68544. * @param b defines the blue component to check
  68545. * @returns true if the rgb values are equal to the given ones
  68546. */
  68547. equalsFloats(r: number, g: number, b: number): boolean;
  68548. /**
  68549. * Multiplies in place each rgb value by scale
  68550. * @param scale defines the scaling factor
  68551. * @returns the updated Color3
  68552. */
  68553. scale(scale: number): Color3;
  68554. /**
  68555. * Multiplies the rgb values by scale and stores the result into "result"
  68556. * @param scale defines the scaling factor
  68557. * @param result defines the Color3 object where to store the result
  68558. * @returns the unmodified current Color3
  68559. */
  68560. scaleToRef(scale: number, result: Color3): Color3;
  68561. /**
  68562. * Scale the current Color3 values by a factor and add the result to a given Color3
  68563. * @param scale defines the scale factor
  68564. * @param result defines color to store the result into
  68565. * @returns the unmodified current Color3
  68566. */
  68567. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68568. /**
  68569. * Clamps the rgb values by the min and max values and stores the result into "result"
  68570. * @param min defines minimum clamping value (default is 0)
  68571. * @param max defines maximum clamping value (default is 1)
  68572. * @param result defines color to store the result into
  68573. * @returns the original Color3
  68574. */
  68575. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68576. /**
  68577. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68578. * @param otherColor defines the second operand
  68579. * @returns the new Color3
  68580. */
  68581. add(otherColor: DeepImmutable<Color3>): Color3;
  68582. /**
  68583. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68584. * @param otherColor defines the second operand
  68585. * @param result defines Color3 object to store the result into
  68586. * @returns the unmodified current Color3
  68587. */
  68588. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68589. /**
  68590. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68591. * @param otherColor defines the second operand
  68592. * @returns the new Color3
  68593. */
  68594. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68595. /**
  68596. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68597. * @param otherColor defines the second operand
  68598. * @param result defines Color3 object to store the result into
  68599. * @returns the unmodified current Color3
  68600. */
  68601. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68602. /**
  68603. * Copy the current object
  68604. * @returns a new Color3 copied the current one
  68605. */
  68606. clone(): Color3;
  68607. /**
  68608. * Copies the rgb values from the source in the current Color3
  68609. * @param source defines the source Color3 object
  68610. * @returns the updated Color3 object
  68611. */
  68612. copyFrom(source: DeepImmutable<Color3>): Color3;
  68613. /**
  68614. * Updates the Color3 rgb values from the given floats
  68615. * @param r defines the red component to read from
  68616. * @param g defines the green component to read from
  68617. * @param b defines the blue component to read from
  68618. * @returns the current Color3 object
  68619. */
  68620. copyFromFloats(r: number, g: number, b: number): Color3;
  68621. /**
  68622. * Updates the Color3 rgb values from the given floats
  68623. * @param r defines the red component to read from
  68624. * @param g defines the green component to read from
  68625. * @param b defines the blue component to read from
  68626. * @returns the current Color3 object
  68627. */
  68628. set(r: number, g: number, b: number): Color3;
  68629. /**
  68630. * Compute the Color3 hexadecimal code as a string
  68631. * @returns a string containing the hexadecimal representation of the Color3 object
  68632. */
  68633. toHexString(): string;
  68634. /**
  68635. * Computes a new Color3 converted from the current one to linear space
  68636. * @returns a new Color3 object
  68637. */
  68638. toLinearSpace(): Color3;
  68639. /**
  68640. * Converts current color in rgb space to HSV values
  68641. * @returns a new color3 representing the HSV values
  68642. */
  68643. toHSV(): Color3;
  68644. /**
  68645. * Converts current color in rgb space to HSV values
  68646. * @param result defines the Color3 where to store the HSV values
  68647. */
  68648. toHSVToRef(result: Color3): void;
  68649. /**
  68650. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68651. * @param convertedColor defines the Color3 object where to store the linear space version
  68652. * @returns the unmodified Color3
  68653. */
  68654. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68655. /**
  68656. * Computes a new Color3 converted from the current one to gamma space
  68657. * @returns a new Color3 object
  68658. */
  68659. toGammaSpace(): Color3;
  68660. /**
  68661. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68662. * @param convertedColor defines the Color3 object where to store the gamma space version
  68663. * @returns the unmodified Color3
  68664. */
  68665. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68666. private static _BlackReadOnly;
  68667. /**
  68668. * Convert Hue, saturation and value to a Color3 (RGB)
  68669. * @param hue defines the hue
  68670. * @param saturation defines the saturation
  68671. * @param value defines the value
  68672. * @param result defines the Color3 where to store the RGB values
  68673. */
  68674. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68675. /**
  68676. * Creates a new Color3 from the string containing valid hexadecimal values
  68677. * @param hex defines a string containing valid hexadecimal values
  68678. * @returns a new Color3 object
  68679. */
  68680. static FromHexString(hex: string): Color3;
  68681. /**
  68682. * Creates a new Color3 from the starting index of the given array
  68683. * @param array defines the source array
  68684. * @param offset defines an offset in the source array
  68685. * @returns a new Color3 object
  68686. */
  68687. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68688. /**
  68689. * Creates a new Color3 from integer values (< 256)
  68690. * @param r defines the red component to read from (value between 0 and 255)
  68691. * @param g defines the green component to read from (value between 0 and 255)
  68692. * @param b defines the blue component to read from (value between 0 and 255)
  68693. * @returns a new Color3 object
  68694. */
  68695. static FromInts(r: number, g: number, b: number): Color3;
  68696. /**
  68697. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68698. * @param start defines the start Color3 value
  68699. * @param end defines the end Color3 value
  68700. * @param amount defines the gradient value between start and end
  68701. * @returns a new Color3 object
  68702. */
  68703. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68704. /**
  68705. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68706. * @param left defines the start value
  68707. * @param right defines the end value
  68708. * @param amount defines the gradient factor
  68709. * @param result defines the Color3 object where to store the result
  68710. */
  68711. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68712. /**
  68713. * Returns a Color3 value containing a red color
  68714. * @returns a new Color3 object
  68715. */
  68716. static Red(): Color3;
  68717. /**
  68718. * Returns a Color3 value containing a green color
  68719. * @returns a new Color3 object
  68720. */
  68721. static Green(): Color3;
  68722. /**
  68723. * Returns a Color3 value containing a blue color
  68724. * @returns a new Color3 object
  68725. */
  68726. static Blue(): Color3;
  68727. /**
  68728. * Returns a Color3 value containing a black color
  68729. * @returns a new Color3 object
  68730. */
  68731. static Black(): Color3;
  68732. /**
  68733. * Gets a Color3 value containing a black color that must not be updated
  68734. */
  68735. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68736. /**
  68737. * Returns a Color3 value containing a white color
  68738. * @returns a new Color3 object
  68739. */
  68740. static White(): Color3;
  68741. /**
  68742. * Returns a Color3 value containing a purple color
  68743. * @returns a new Color3 object
  68744. */
  68745. static Purple(): Color3;
  68746. /**
  68747. * Returns a Color3 value containing a magenta color
  68748. * @returns a new Color3 object
  68749. */
  68750. static Magenta(): Color3;
  68751. /**
  68752. * Returns a Color3 value containing a yellow color
  68753. * @returns a new Color3 object
  68754. */
  68755. static Yellow(): Color3;
  68756. /**
  68757. * Returns a Color3 value containing a gray color
  68758. * @returns a new Color3 object
  68759. */
  68760. static Gray(): Color3;
  68761. /**
  68762. * Returns a Color3 value containing a teal color
  68763. * @returns a new Color3 object
  68764. */
  68765. static Teal(): Color3;
  68766. /**
  68767. * Returns a Color3 value containing a random color
  68768. * @returns a new Color3 object
  68769. */
  68770. static Random(): Color3;
  68771. }
  68772. /**
  68773. * Class used to hold a RBGA color
  68774. */
  68775. export class Color4 {
  68776. /**
  68777. * Defines the red component (between 0 and 1, default is 0)
  68778. */
  68779. r: number;
  68780. /**
  68781. * Defines the green component (between 0 and 1, default is 0)
  68782. */
  68783. g: number;
  68784. /**
  68785. * Defines the blue component (between 0 and 1, default is 0)
  68786. */
  68787. b: number;
  68788. /**
  68789. * Defines the alpha component (between 0 and 1, default is 1)
  68790. */
  68791. a: number;
  68792. /**
  68793. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  68794. * @param r defines the red component (between 0 and 1, default is 0)
  68795. * @param g defines the green component (between 0 and 1, default is 0)
  68796. * @param b defines the blue component (between 0 and 1, default is 0)
  68797. * @param a defines the alpha component (between 0 and 1, default is 1)
  68798. */
  68799. constructor(
  68800. /**
  68801. * Defines the red component (between 0 and 1, default is 0)
  68802. */
  68803. r?: number,
  68804. /**
  68805. * Defines the green component (between 0 and 1, default is 0)
  68806. */
  68807. g?: number,
  68808. /**
  68809. * Defines the blue component (between 0 and 1, default is 0)
  68810. */
  68811. b?: number,
  68812. /**
  68813. * Defines the alpha component (between 0 and 1, default is 1)
  68814. */
  68815. a?: number);
  68816. /**
  68817. * Adds in place the given Color4 values to the current Color4 object
  68818. * @param right defines the second operand
  68819. * @returns the current updated Color4 object
  68820. */
  68821. addInPlace(right: DeepImmutable<Color4>): Color4;
  68822. /**
  68823. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  68824. * @returns the new array
  68825. */
  68826. asArray(): number[];
  68827. /**
  68828. * Stores from the starting index in the given array the Color4 successive values
  68829. * @param array defines the array where to store the r,g,b components
  68830. * @param index defines an optional index in the target array to define where to start storing values
  68831. * @returns the current Color4 object
  68832. */
  68833. toArray(array: number[], index?: number): Color4;
  68834. /**
  68835. * Determines equality between Color4 objects
  68836. * @param otherColor defines the second operand
  68837. * @returns true if the rgba values are equal to the given ones
  68838. */
  68839. equals(otherColor: DeepImmutable<Color4>): boolean;
  68840. /**
  68841. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  68842. * @param right defines the second operand
  68843. * @returns a new Color4 object
  68844. */
  68845. add(right: DeepImmutable<Color4>): Color4;
  68846. /**
  68847. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  68848. * @param right defines the second operand
  68849. * @returns a new Color4 object
  68850. */
  68851. subtract(right: DeepImmutable<Color4>): Color4;
  68852. /**
  68853. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  68854. * @param right defines the second operand
  68855. * @param result defines the Color4 object where to store the result
  68856. * @returns the current Color4 object
  68857. */
  68858. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  68859. /**
  68860. * Creates a new Color4 with the current Color4 values multiplied by scale
  68861. * @param scale defines the scaling factor to apply
  68862. * @returns a new Color4 object
  68863. */
  68864. scale(scale: number): Color4;
  68865. /**
  68866. * Multiplies the current Color4 values by scale and stores the result in "result"
  68867. * @param scale defines the scaling factor to apply
  68868. * @param result defines the Color4 object where to store the result
  68869. * @returns the current unmodified Color4
  68870. */
  68871. scaleToRef(scale: number, result: Color4): Color4;
  68872. /**
  68873. * Scale the current Color4 values by a factor and add the result to a given Color4
  68874. * @param scale defines the scale factor
  68875. * @param result defines the Color4 object where to store the result
  68876. * @returns the unmodified current Color4
  68877. */
  68878. scaleAndAddToRef(scale: number, result: Color4): Color4;
  68879. /**
  68880. * Clamps the rgb values by the min and max values and stores the result into "result"
  68881. * @param min defines minimum clamping value (default is 0)
  68882. * @param max defines maximum clamping value (default is 1)
  68883. * @param result defines color to store the result into.
  68884. * @returns the cuurent Color4
  68885. */
  68886. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  68887. /**
  68888. * Multipy an Color4 value by another and return a new Color4 object
  68889. * @param color defines the Color4 value to multiply by
  68890. * @returns a new Color4 object
  68891. */
  68892. multiply(color: Color4): Color4;
  68893. /**
  68894. * Multipy a Color4 value by another and push the result in a reference value
  68895. * @param color defines the Color4 value to multiply by
  68896. * @param result defines the Color4 to fill the result in
  68897. * @returns the result Color4
  68898. */
  68899. multiplyToRef(color: Color4, result: Color4): Color4;
  68900. /**
  68901. * Creates a string with the Color4 current values
  68902. * @returns the string representation of the Color4 object
  68903. */
  68904. toString(): string;
  68905. /**
  68906. * Returns the string "Color4"
  68907. * @returns "Color4"
  68908. */
  68909. getClassName(): string;
  68910. /**
  68911. * Compute the Color4 hash code
  68912. * @returns an unique number that can be used to hash Color4 objects
  68913. */
  68914. getHashCode(): number;
  68915. /**
  68916. * Creates a new Color4 copied from the current one
  68917. * @returns a new Color4 object
  68918. */
  68919. clone(): Color4;
  68920. /**
  68921. * Copies the given Color4 values into the current one
  68922. * @param source defines the source Color4 object
  68923. * @returns the current updated Color4 object
  68924. */
  68925. copyFrom(source: Color4): Color4;
  68926. /**
  68927. * Copies the given float values into the current one
  68928. * @param r defines the red component to read from
  68929. * @param g defines the green component to read from
  68930. * @param b defines the blue component to read from
  68931. * @param a defines the alpha component to read from
  68932. * @returns the current updated Color4 object
  68933. */
  68934. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  68935. /**
  68936. * Copies the given float values into the current one
  68937. * @param r defines the red component to read from
  68938. * @param g defines the green component to read from
  68939. * @param b defines the blue component to read from
  68940. * @param a defines the alpha component to read from
  68941. * @returns the current updated Color4 object
  68942. */
  68943. set(r: number, g: number, b: number, a: number): Color4;
  68944. /**
  68945. * Compute the Color4 hexadecimal code as a string
  68946. * @returns a string containing the hexadecimal representation of the Color4 object
  68947. */
  68948. toHexString(): string;
  68949. /**
  68950. * Computes a new Color4 converted from the current one to linear space
  68951. * @returns a new Color4 object
  68952. */
  68953. toLinearSpace(): Color4;
  68954. /**
  68955. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  68956. * @param convertedColor defines the Color4 object where to store the linear space version
  68957. * @returns the unmodified Color4
  68958. */
  68959. toLinearSpaceToRef(convertedColor: Color4): Color4;
  68960. /**
  68961. * Computes a new Color4 converted from the current one to gamma space
  68962. * @returns a new Color4 object
  68963. */
  68964. toGammaSpace(): Color4;
  68965. /**
  68966. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  68967. * @param convertedColor defines the Color4 object where to store the gamma space version
  68968. * @returns the unmodified Color4
  68969. */
  68970. toGammaSpaceToRef(convertedColor: Color4): Color4;
  68971. /**
  68972. * Creates a new Color4 from the string containing valid hexadecimal values
  68973. * @param hex defines a string containing valid hexadecimal values
  68974. * @returns a new Color4 object
  68975. */
  68976. static FromHexString(hex: string): Color4;
  68977. /**
  68978. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68979. * @param left defines the start value
  68980. * @param right defines the end value
  68981. * @param amount defines the gradient factor
  68982. * @returns a new Color4 object
  68983. */
  68984. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  68985. /**
  68986. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  68987. * @param left defines the start value
  68988. * @param right defines the end value
  68989. * @param amount defines the gradient factor
  68990. * @param result defines the Color4 object where to store data
  68991. */
  68992. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  68993. /**
  68994. * Creates a new Color4 from a Color3 and an alpha value
  68995. * @param color3 defines the source Color3 to read from
  68996. * @param alpha defines the alpha component (1.0 by default)
  68997. * @returns a new Color4 object
  68998. */
  68999. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69000. /**
  69001. * Creates a new Color4 from the starting index element of the given array
  69002. * @param array defines the source array to read from
  69003. * @param offset defines the offset in the source array
  69004. * @returns a new Color4 object
  69005. */
  69006. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69007. /**
  69008. * Creates a new Color3 from integer values (< 256)
  69009. * @param r defines the red component to read from (value between 0 and 255)
  69010. * @param g defines the green component to read from (value between 0 and 255)
  69011. * @param b defines the blue component to read from (value between 0 and 255)
  69012. * @param a defines the alpha component to read from (value between 0 and 255)
  69013. * @returns a new Color3 object
  69014. */
  69015. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69016. /**
  69017. * Check the content of a given array and convert it to an array containing RGBA data
  69018. * If the original array was already containing count * 4 values then it is returned directly
  69019. * @param colors defines the array to check
  69020. * @param count defines the number of RGBA data to expect
  69021. * @returns an array containing count * 4 values (RGBA)
  69022. */
  69023. static CheckColors4(colors: number[], count: number): number[];
  69024. }
  69025. /**
  69026. * @hidden
  69027. */
  69028. export class TmpColors {
  69029. static Color3: Color3[];
  69030. static Color4: Color4[];
  69031. }
  69032. }
  69033. declare module BABYLON {
  69034. /**
  69035. * Class representing spherical harmonics coefficients to the 3rd degree
  69036. */
  69037. export class SphericalHarmonics {
  69038. /**
  69039. * Defines whether or not the harmonics have been prescaled for rendering.
  69040. */
  69041. preScaled: boolean;
  69042. /**
  69043. * The l0,0 coefficients of the spherical harmonics
  69044. */
  69045. l00: Vector3;
  69046. /**
  69047. * The l1,-1 coefficients of the spherical harmonics
  69048. */
  69049. l1_1: Vector3;
  69050. /**
  69051. * The l1,0 coefficients of the spherical harmonics
  69052. */
  69053. l10: Vector3;
  69054. /**
  69055. * The l1,1 coefficients of the spherical harmonics
  69056. */
  69057. l11: Vector3;
  69058. /**
  69059. * The l2,-2 coefficients of the spherical harmonics
  69060. */
  69061. l2_2: Vector3;
  69062. /**
  69063. * The l2,-1 coefficients of the spherical harmonics
  69064. */
  69065. l2_1: Vector3;
  69066. /**
  69067. * The l2,0 coefficients of the spherical harmonics
  69068. */
  69069. l20: Vector3;
  69070. /**
  69071. * The l2,1 coefficients of the spherical harmonics
  69072. */
  69073. l21: Vector3;
  69074. /**
  69075. * The l2,2 coefficients of the spherical harmonics
  69076. */
  69077. l22: Vector3;
  69078. /**
  69079. * Adds a light to the spherical harmonics
  69080. * @param direction the direction of the light
  69081. * @param color the color of the light
  69082. * @param deltaSolidAngle the delta solid angle of the light
  69083. */
  69084. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69085. /**
  69086. * Scales the spherical harmonics by the given amount
  69087. * @param scale the amount to scale
  69088. */
  69089. scaleInPlace(scale: number): void;
  69090. /**
  69091. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69092. *
  69093. * ```
  69094. * E_lm = A_l * L_lm
  69095. * ```
  69096. *
  69097. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69098. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69099. * the scaling factors are given in equation 9.
  69100. */
  69101. convertIncidentRadianceToIrradiance(): void;
  69102. /**
  69103. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69104. *
  69105. * ```
  69106. * L = (1/pi) * E * rho
  69107. * ```
  69108. *
  69109. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69110. */
  69111. convertIrradianceToLambertianRadiance(): void;
  69112. /**
  69113. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69114. * required operations at run time.
  69115. *
  69116. * This is simply done by scaling back the SH with Ylm constants parameter.
  69117. * The trigonometric part being applied by the shader at run time.
  69118. */
  69119. preScaleForRendering(): void;
  69120. /**
  69121. * Constructs a spherical harmonics from an array.
  69122. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69123. * @returns the spherical harmonics
  69124. */
  69125. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69126. /**
  69127. * Gets the spherical harmonics from polynomial
  69128. * @param polynomial the spherical polynomial
  69129. * @returns the spherical harmonics
  69130. */
  69131. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69132. }
  69133. /**
  69134. * Class representing spherical polynomial coefficients to the 3rd degree
  69135. */
  69136. export class SphericalPolynomial {
  69137. private _harmonics;
  69138. /**
  69139. * The spherical harmonics used to create the polynomials.
  69140. */
  69141. readonly preScaledHarmonics: SphericalHarmonics;
  69142. /**
  69143. * The x coefficients of the spherical polynomial
  69144. */
  69145. x: Vector3;
  69146. /**
  69147. * The y coefficients of the spherical polynomial
  69148. */
  69149. y: Vector3;
  69150. /**
  69151. * The z coefficients of the spherical polynomial
  69152. */
  69153. z: Vector3;
  69154. /**
  69155. * The xx coefficients of the spherical polynomial
  69156. */
  69157. xx: Vector3;
  69158. /**
  69159. * The yy coefficients of the spherical polynomial
  69160. */
  69161. yy: Vector3;
  69162. /**
  69163. * The zz coefficients of the spherical polynomial
  69164. */
  69165. zz: Vector3;
  69166. /**
  69167. * The xy coefficients of the spherical polynomial
  69168. */
  69169. xy: Vector3;
  69170. /**
  69171. * The yz coefficients of the spherical polynomial
  69172. */
  69173. yz: Vector3;
  69174. /**
  69175. * The zx coefficients of the spherical polynomial
  69176. */
  69177. zx: Vector3;
  69178. /**
  69179. * Adds an ambient color to the spherical polynomial
  69180. * @param color the color to add
  69181. */
  69182. addAmbient(color: Color3): void;
  69183. /**
  69184. * Scales the spherical polynomial by the given amount
  69185. * @param scale the amount to scale
  69186. */
  69187. scaleInPlace(scale: number): void;
  69188. /**
  69189. * Gets the spherical polynomial from harmonics
  69190. * @param harmonics the spherical harmonics
  69191. * @returns the spherical polynomial
  69192. */
  69193. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69194. /**
  69195. * Constructs a spherical polynomial from an array.
  69196. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69197. * @returns the spherical polynomial
  69198. */
  69199. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69200. }
  69201. }
  69202. declare module BABYLON {
  69203. /**
  69204. * Define options used to create a render target texture
  69205. */
  69206. export class RenderTargetCreationOptions {
  69207. /**
  69208. * Specifies is mipmaps must be generated
  69209. */
  69210. generateMipMaps?: boolean;
  69211. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69212. generateDepthBuffer?: boolean;
  69213. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69214. generateStencilBuffer?: boolean;
  69215. /** Defines texture type (int by default) */
  69216. type?: number;
  69217. /** Defines sampling mode (trilinear by default) */
  69218. samplingMode?: number;
  69219. /** Defines format (RGBA by default) */
  69220. format?: number;
  69221. }
  69222. }
  69223. declare module BABYLON {
  69224. /**
  69225. * @hidden
  69226. **/
  69227. export class _AlphaState {
  69228. private _isAlphaBlendDirty;
  69229. private _isBlendFunctionParametersDirty;
  69230. private _isBlendEquationParametersDirty;
  69231. private _isBlendConstantsDirty;
  69232. private _alphaBlend;
  69233. private _blendFunctionParameters;
  69234. private _blendEquationParameters;
  69235. private _blendConstants;
  69236. /**
  69237. * Initializes the state.
  69238. */
  69239. constructor();
  69240. readonly isDirty: boolean;
  69241. alphaBlend: boolean;
  69242. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69243. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69244. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69245. reset(): void;
  69246. apply(gl: WebGLRenderingContext): void;
  69247. }
  69248. }
  69249. declare module BABYLON {
  69250. /**
  69251. * @hidden
  69252. **/
  69253. export class _DepthCullingState {
  69254. private _isDepthTestDirty;
  69255. private _isDepthMaskDirty;
  69256. private _isDepthFuncDirty;
  69257. private _isCullFaceDirty;
  69258. private _isCullDirty;
  69259. private _isZOffsetDirty;
  69260. private _isFrontFaceDirty;
  69261. private _depthTest;
  69262. private _depthMask;
  69263. private _depthFunc;
  69264. private _cull;
  69265. private _cullFace;
  69266. private _zOffset;
  69267. private _frontFace;
  69268. /**
  69269. * Initializes the state.
  69270. */
  69271. constructor();
  69272. readonly isDirty: boolean;
  69273. zOffset: number;
  69274. cullFace: Nullable<number>;
  69275. cull: Nullable<boolean>;
  69276. depthFunc: Nullable<number>;
  69277. depthMask: boolean;
  69278. depthTest: boolean;
  69279. frontFace: Nullable<number>;
  69280. reset(): void;
  69281. apply(gl: WebGLRenderingContext): void;
  69282. }
  69283. }
  69284. declare module BABYLON {
  69285. /**
  69286. * @hidden
  69287. **/
  69288. export class _StencilState {
  69289. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  69290. static readonly ALWAYS: number;
  69291. /** Passed to stencilOperation to specify that stencil value must be kept */
  69292. static readonly KEEP: number;
  69293. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69294. static readonly REPLACE: number;
  69295. private _isStencilTestDirty;
  69296. private _isStencilMaskDirty;
  69297. private _isStencilFuncDirty;
  69298. private _isStencilOpDirty;
  69299. private _stencilTest;
  69300. private _stencilMask;
  69301. private _stencilFunc;
  69302. private _stencilFuncRef;
  69303. private _stencilFuncMask;
  69304. private _stencilOpStencilFail;
  69305. private _stencilOpDepthFail;
  69306. private _stencilOpStencilDepthPass;
  69307. readonly isDirty: boolean;
  69308. stencilFunc: number;
  69309. stencilFuncRef: number;
  69310. stencilFuncMask: number;
  69311. stencilOpStencilFail: number;
  69312. stencilOpDepthFail: number;
  69313. stencilOpStencilDepthPass: number;
  69314. stencilMask: number;
  69315. stencilTest: boolean;
  69316. constructor();
  69317. reset(): void;
  69318. apply(gl: WebGLRenderingContext): void;
  69319. }
  69320. }
  69321. declare module BABYLON {
  69322. /**
  69323. * @hidden
  69324. **/
  69325. export class _TimeToken {
  69326. _startTimeQuery: Nullable<WebGLQuery>;
  69327. _endTimeQuery: Nullable<WebGLQuery>;
  69328. _timeElapsedQuery: Nullable<WebGLQuery>;
  69329. _timeElapsedQueryEnded: boolean;
  69330. }
  69331. }
  69332. declare module BABYLON {
  69333. /**
  69334. * Class used to evalaute queries containing `and` and `or` operators
  69335. */
  69336. export class AndOrNotEvaluator {
  69337. /**
  69338. * Evaluate a query
  69339. * @param query defines the query to evaluate
  69340. * @param evaluateCallback defines the callback used to filter result
  69341. * @returns true if the query matches
  69342. */
  69343. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69344. private static _HandleParenthesisContent;
  69345. private static _SimplifyNegation;
  69346. }
  69347. }
  69348. declare module BABYLON {
  69349. /**
  69350. * Class used to store custom tags
  69351. */
  69352. export class Tags {
  69353. /**
  69354. * Adds support for tags on the given object
  69355. * @param obj defines the object to use
  69356. */
  69357. static EnableFor(obj: any): void;
  69358. /**
  69359. * Removes tags support
  69360. * @param obj defines the object to use
  69361. */
  69362. static DisableFor(obj: any): void;
  69363. /**
  69364. * Gets a boolean indicating if the given object has tags
  69365. * @param obj defines the object to use
  69366. * @returns a boolean
  69367. */
  69368. static HasTags(obj: any): boolean;
  69369. /**
  69370. * Gets the tags available on a given object
  69371. * @param obj defines the object to use
  69372. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69373. * @returns the tags
  69374. */
  69375. static GetTags(obj: any, asString?: boolean): any;
  69376. /**
  69377. * Adds tags to an object
  69378. * @param obj defines the object to use
  69379. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69380. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69381. */
  69382. static AddTagsTo(obj: any, tagsString: string): void;
  69383. /**
  69384. * @hidden
  69385. */
  69386. static _AddTagTo(obj: any, tag: string): void;
  69387. /**
  69388. * Removes specific tags from a specific object
  69389. * @param obj defines the object to use
  69390. * @param tagsString defines the tags to remove
  69391. */
  69392. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69393. /**
  69394. * @hidden
  69395. */
  69396. static _RemoveTagFrom(obj: any, tag: string): void;
  69397. /**
  69398. * Defines if tags hosted on an object match a given query
  69399. * @param obj defines the object to use
  69400. * @param tagsQuery defines the tag query
  69401. * @returns a boolean
  69402. */
  69403. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69404. }
  69405. }
  69406. declare module BABYLON {
  69407. /**
  69408. * Defines potential orientation for back face culling
  69409. */
  69410. export enum Orientation {
  69411. /**
  69412. * Clockwise
  69413. */
  69414. CW = 0,
  69415. /** Counter clockwise */
  69416. CCW = 1
  69417. }
  69418. /** Class used to represent a Bezier curve */
  69419. export class BezierCurve {
  69420. /**
  69421. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69422. * @param t defines the time
  69423. * @param x1 defines the left coordinate on X axis
  69424. * @param y1 defines the left coordinate on Y axis
  69425. * @param x2 defines the right coordinate on X axis
  69426. * @param y2 defines the right coordinate on Y axis
  69427. * @returns the interpolated value
  69428. */
  69429. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69430. }
  69431. /**
  69432. * Defines angle representation
  69433. */
  69434. export class Angle {
  69435. private _radians;
  69436. /**
  69437. * Creates an Angle object of "radians" radians (float).
  69438. * @param radians the angle in radians
  69439. */
  69440. constructor(radians: number);
  69441. /**
  69442. * Get value in degrees
  69443. * @returns the Angle value in degrees (float)
  69444. */
  69445. degrees(): number;
  69446. /**
  69447. * Get value in radians
  69448. * @returns the Angle value in radians (float)
  69449. */
  69450. radians(): number;
  69451. /**
  69452. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69453. * @param a defines first vector
  69454. * @param b defines second vector
  69455. * @returns a new Angle
  69456. */
  69457. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69458. /**
  69459. * Gets a new Angle object from the given float in radians
  69460. * @param radians defines the angle value in radians
  69461. * @returns a new Angle
  69462. */
  69463. static FromRadians(radians: number): Angle;
  69464. /**
  69465. * Gets a new Angle object from the given float in degrees
  69466. * @param degrees defines the angle value in degrees
  69467. * @returns a new Angle
  69468. */
  69469. static FromDegrees(degrees: number): Angle;
  69470. }
  69471. /**
  69472. * This represents an arc in a 2d space.
  69473. */
  69474. export class Arc2 {
  69475. /** Defines the start point of the arc */
  69476. startPoint: Vector2;
  69477. /** Defines the mid point of the arc */
  69478. midPoint: Vector2;
  69479. /** Defines the end point of the arc */
  69480. endPoint: Vector2;
  69481. /**
  69482. * Defines the center point of the arc.
  69483. */
  69484. centerPoint: Vector2;
  69485. /**
  69486. * Defines the radius of the arc.
  69487. */
  69488. radius: number;
  69489. /**
  69490. * Defines the angle of the arc (from mid point to end point).
  69491. */
  69492. angle: Angle;
  69493. /**
  69494. * Defines the start angle of the arc (from start point to middle point).
  69495. */
  69496. startAngle: Angle;
  69497. /**
  69498. * Defines the orientation of the arc (clock wise/counter clock wise).
  69499. */
  69500. orientation: Orientation;
  69501. /**
  69502. * Creates an Arc object from the three given points : start, middle and end.
  69503. * @param startPoint Defines the start point of the arc
  69504. * @param midPoint Defines the midlle point of the arc
  69505. * @param endPoint Defines the end point of the arc
  69506. */
  69507. constructor(
  69508. /** Defines the start point of the arc */
  69509. startPoint: Vector2,
  69510. /** Defines the mid point of the arc */
  69511. midPoint: Vector2,
  69512. /** Defines the end point of the arc */
  69513. endPoint: Vector2);
  69514. }
  69515. /**
  69516. * Represents a 2D path made up of multiple 2D points
  69517. */
  69518. export class Path2 {
  69519. private _points;
  69520. private _length;
  69521. /**
  69522. * If the path start and end point are the same
  69523. */
  69524. closed: boolean;
  69525. /**
  69526. * Creates a Path2 object from the starting 2D coordinates x and y.
  69527. * @param x the starting points x value
  69528. * @param y the starting points y value
  69529. */
  69530. constructor(x: number, y: number);
  69531. /**
  69532. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69533. * @param x the added points x value
  69534. * @param y the added points y value
  69535. * @returns the updated Path2.
  69536. */
  69537. addLineTo(x: number, y: number): Path2;
  69538. /**
  69539. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  69540. * @param midX middle point x value
  69541. * @param midY middle point y value
  69542. * @param endX end point x value
  69543. * @param endY end point y value
  69544. * @param numberOfSegments (default: 36)
  69545. * @returns the updated Path2.
  69546. */
  69547. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69548. /**
  69549. * Closes the Path2.
  69550. * @returns the Path2.
  69551. */
  69552. close(): Path2;
  69553. /**
  69554. * Gets the sum of the distance between each sequential point in the path
  69555. * @returns the Path2 total length (float).
  69556. */
  69557. length(): number;
  69558. /**
  69559. * Gets the points which construct the path
  69560. * @returns the Path2 internal array of points.
  69561. */
  69562. getPoints(): Vector2[];
  69563. /**
  69564. * Retreives the point at the distance aways from the starting point
  69565. * @param normalizedLengthPosition the length along the path to retreive the point from
  69566. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69567. */
  69568. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69569. /**
  69570. * Creates a new path starting from an x and y position
  69571. * @param x starting x value
  69572. * @param y starting y value
  69573. * @returns a new Path2 starting at the coordinates (x, y).
  69574. */
  69575. static StartingAt(x: number, y: number): Path2;
  69576. }
  69577. /**
  69578. * Represents a 3D path made up of multiple 3D points
  69579. */
  69580. export class Path3D {
  69581. /**
  69582. * an array of Vector3, the curve axis of the Path3D
  69583. */
  69584. path: Vector3[];
  69585. private _curve;
  69586. private _distances;
  69587. private _tangents;
  69588. private _normals;
  69589. private _binormals;
  69590. private _raw;
  69591. /**
  69592. * new Path3D(path, normal, raw)
  69593. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69594. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69595. * @param path an array of Vector3, the curve axis of the Path3D
  69596. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69597. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69598. */
  69599. constructor(
  69600. /**
  69601. * an array of Vector3, the curve axis of the Path3D
  69602. */
  69603. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69604. /**
  69605. * Returns the Path3D array of successive Vector3 designing its curve.
  69606. * @returns the Path3D array of successive Vector3 designing its curve.
  69607. */
  69608. getCurve(): Vector3[];
  69609. /**
  69610. * Returns an array populated with tangent vectors on each Path3D curve point.
  69611. * @returns an array populated with tangent vectors on each Path3D curve point.
  69612. */
  69613. getTangents(): Vector3[];
  69614. /**
  69615. * Returns an array populated with normal vectors on each Path3D curve point.
  69616. * @returns an array populated with normal vectors on each Path3D curve point.
  69617. */
  69618. getNormals(): Vector3[];
  69619. /**
  69620. * Returns an array populated with binormal vectors on each Path3D curve point.
  69621. * @returns an array populated with binormal vectors on each Path3D curve point.
  69622. */
  69623. getBinormals(): Vector3[];
  69624. /**
  69625. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69626. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69627. */
  69628. getDistances(): number[];
  69629. /**
  69630. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69631. * @param path path which all values are copied into the curves points
  69632. * @param firstNormal which should be projected onto the curve
  69633. * @returns the same object updated.
  69634. */
  69635. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69636. private _compute;
  69637. private _getFirstNonNullVector;
  69638. private _getLastNonNullVector;
  69639. private _normalVector;
  69640. }
  69641. /**
  69642. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69643. * A Curve3 is designed from a series of successive Vector3.
  69644. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69645. */
  69646. export class Curve3 {
  69647. private _points;
  69648. private _length;
  69649. /**
  69650. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69651. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69652. * @param v1 (Vector3) the control point
  69653. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69654. * @param nbPoints (integer) the wanted number of points in the curve
  69655. * @returns the created Curve3
  69656. */
  69657. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69658. /**
  69659. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69660. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69661. * @param v1 (Vector3) the first control point
  69662. * @param v2 (Vector3) the second control point
  69663. * @param v3 (Vector3) the end point of the Cubic Bezier
  69664. * @param nbPoints (integer) the wanted number of points in the curve
  69665. * @returns the created Curve3
  69666. */
  69667. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69668. /**
  69669. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69670. * @param p1 (Vector3) the origin point of the Hermite Spline
  69671. * @param t1 (Vector3) the tangent vector at the origin point
  69672. * @param p2 (Vector3) the end point of the Hermite Spline
  69673. * @param t2 (Vector3) the tangent vector at the end point
  69674. * @param nbPoints (integer) the wanted number of points in the curve
  69675. * @returns the created Curve3
  69676. */
  69677. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69678. /**
  69679. * Returns a Curve3 object along a CatmullRom Spline curve :
  69680. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69681. * @param nbPoints (integer) the wanted number of points between each curve control points
  69682. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69683. * @returns the created Curve3
  69684. */
  69685. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69686. /**
  69687. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69688. * A Curve3 is designed from a series of successive Vector3.
  69689. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69690. * @param points points which make up the curve
  69691. */
  69692. constructor(points: Vector3[]);
  69693. /**
  69694. * @returns the Curve3 stored array of successive Vector3
  69695. */
  69696. getPoints(): Vector3[];
  69697. /**
  69698. * @returns the computed length (float) of the curve.
  69699. */
  69700. length(): number;
  69701. /**
  69702. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69703. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69704. * curveA and curveB keep unchanged.
  69705. * @param curve the curve to continue from this curve
  69706. * @returns the newly constructed curve
  69707. */
  69708. continue(curve: DeepImmutable<Curve3>): Curve3;
  69709. private _computeLength;
  69710. }
  69711. }
  69712. declare module BABYLON {
  69713. /**
  69714. * This represents the main contract an easing function should follow.
  69715. * Easing functions are used throughout the animation system.
  69716. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69717. */
  69718. export interface IEasingFunction {
  69719. /**
  69720. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69721. * of the easing function.
  69722. * The link below provides some of the most common examples of easing functions.
  69723. * @see https://easings.net/
  69724. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69725. * @returns the corresponding value on the curve defined by the easing function
  69726. */
  69727. ease(gradient: number): number;
  69728. }
  69729. /**
  69730. * Base class used for every default easing function.
  69731. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69732. */
  69733. export class EasingFunction implements IEasingFunction {
  69734. /**
  69735. * Interpolation follows the mathematical formula associated with the easing function.
  69736. */
  69737. static readonly EASINGMODE_EASEIN: number;
  69738. /**
  69739. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69740. */
  69741. static readonly EASINGMODE_EASEOUT: number;
  69742. /**
  69743. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69744. */
  69745. static readonly EASINGMODE_EASEINOUT: number;
  69746. private _easingMode;
  69747. /**
  69748. * Sets the easing mode of the current function.
  69749. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69750. */
  69751. setEasingMode(easingMode: number): void;
  69752. /**
  69753. * Gets the current easing mode.
  69754. * @returns the easing mode
  69755. */
  69756. getEasingMode(): number;
  69757. /**
  69758. * @hidden
  69759. */
  69760. easeInCore(gradient: number): number;
  69761. /**
  69762. * Given an input gradient between 0 and 1, this returns the corresponding value
  69763. * of the easing function.
  69764. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69765. * @returns the corresponding value on the curve defined by the easing function
  69766. */
  69767. ease(gradient: number): number;
  69768. }
  69769. /**
  69770. * Easing function with a circle shape (see link below).
  69771. * @see https://easings.net/#easeInCirc
  69772. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69773. */
  69774. export class CircleEase extends EasingFunction implements IEasingFunction {
  69775. /** @hidden */
  69776. easeInCore(gradient: number): number;
  69777. }
  69778. /**
  69779. * Easing function with a ease back shape (see link below).
  69780. * @see https://easings.net/#easeInBack
  69781. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69782. */
  69783. export class BackEase extends EasingFunction implements IEasingFunction {
  69784. /** Defines the amplitude of the function */
  69785. amplitude: number;
  69786. /**
  69787. * Instantiates a back ease easing
  69788. * @see https://easings.net/#easeInBack
  69789. * @param amplitude Defines the amplitude of the function
  69790. */
  69791. constructor(
  69792. /** Defines the amplitude of the function */
  69793. amplitude?: number);
  69794. /** @hidden */
  69795. easeInCore(gradient: number): number;
  69796. }
  69797. /**
  69798. * Easing function with a bouncing shape (see link below).
  69799. * @see https://easings.net/#easeInBounce
  69800. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69801. */
  69802. export class BounceEase extends EasingFunction implements IEasingFunction {
  69803. /** Defines the number of bounces */
  69804. bounces: number;
  69805. /** Defines the amplitude of the bounce */
  69806. bounciness: number;
  69807. /**
  69808. * Instantiates a bounce easing
  69809. * @see https://easings.net/#easeInBounce
  69810. * @param bounces Defines the number of bounces
  69811. * @param bounciness Defines the amplitude of the bounce
  69812. */
  69813. constructor(
  69814. /** Defines the number of bounces */
  69815. bounces?: number,
  69816. /** Defines the amplitude of the bounce */
  69817. bounciness?: number);
  69818. /** @hidden */
  69819. easeInCore(gradient: number): number;
  69820. }
  69821. /**
  69822. * Easing function with a power of 3 shape (see link below).
  69823. * @see https://easings.net/#easeInCubic
  69824. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69825. */
  69826. export class CubicEase extends EasingFunction implements IEasingFunction {
  69827. /** @hidden */
  69828. easeInCore(gradient: number): number;
  69829. }
  69830. /**
  69831. * Easing function with an elastic shape (see link below).
  69832. * @see https://easings.net/#easeInElastic
  69833. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69834. */
  69835. export class ElasticEase extends EasingFunction implements IEasingFunction {
  69836. /** Defines the number of oscillations*/
  69837. oscillations: number;
  69838. /** Defines the amplitude of the oscillations*/
  69839. springiness: number;
  69840. /**
  69841. * Instantiates an elastic easing function
  69842. * @see https://easings.net/#easeInElastic
  69843. * @param oscillations Defines the number of oscillations
  69844. * @param springiness Defines the amplitude of the oscillations
  69845. */
  69846. constructor(
  69847. /** Defines the number of oscillations*/
  69848. oscillations?: number,
  69849. /** Defines the amplitude of the oscillations*/
  69850. springiness?: number);
  69851. /** @hidden */
  69852. easeInCore(gradient: number): number;
  69853. }
  69854. /**
  69855. * Easing function with an exponential shape (see link below).
  69856. * @see https://easings.net/#easeInExpo
  69857. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69858. */
  69859. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  69860. /** Defines the exponent of the function */
  69861. exponent: number;
  69862. /**
  69863. * Instantiates an exponential easing function
  69864. * @see https://easings.net/#easeInExpo
  69865. * @param exponent Defines the exponent of the function
  69866. */
  69867. constructor(
  69868. /** Defines the exponent of the function */
  69869. exponent?: number);
  69870. /** @hidden */
  69871. easeInCore(gradient: number): number;
  69872. }
  69873. /**
  69874. * Easing function with a power shape (see link below).
  69875. * @see https://easings.net/#easeInQuad
  69876. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69877. */
  69878. export class PowerEase extends EasingFunction implements IEasingFunction {
  69879. /** Defines the power of the function */
  69880. power: number;
  69881. /**
  69882. * Instantiates an power base easing function
  69883. * @see https://easings.net/#easeInQuad
  69884. * @param power Defines the power of the function
  69885. */
  69886. constructor(
  69887. /** Defines the power of the function */
  69888. power?: number);
  69889. /** @hidden */
  69890. easeInCore(gradient: number): number;
  69891. }
  69892. /**
  69893. * Easing function with a power of 2 shape (see link below).
  69894. * @see https://easings.net/#easeInQuad
  69895. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69896. */
  69897. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  69898. /** @hidden */
  69899. easeInCore(gradient: number): number;
  69900. }
  69901. /**
  69902. * Easing function with a power of 4 shape (see link below).
  69903. * @see https://easings.net/#easeInQuart
  69904. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69905. */
  69906. export class QuarticEase extends EasingFunction implements IEasingFunction {
  69907. /** @hidden */
  69908. easeInCore(gradient: number): number;
  69909. }
  69910. /**
  69911. * Easing function with a power of 5 shape (see link below).
  69912. * @see https://easings.net/#easeInQuint
  69913. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69914. */
  69915. export class QuinticEase extends EasingFunction implements IEasingFunction {
  69916. /** @hidden */
  69917. easeInCore(gradient: number): number;
  69918. }
  69919. /**
  69920. * Easing function with a sin shape (see link below).
  69921. * @see https://easings.net/#easeInSine
  69922. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69923. */
  69924. export class SineEase extends EasingFunction implements IEasingFunction {
  69925. /** @hidden */
  69926. easeInCore(gradient: number): number;
  69927. }
  69928. /**
  69929. * Easing function with a bezier shape (see link below).
  69930. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69931. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69932. */
  69933. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  69934. /** Defines the x component of the start tangent in the bezier curve */
  69935. x1: number;
  69936. /** Defines the y component of the start tangent in the bezier curve */
  69937. y1: number;
  69938. /** Defines the x component of the end tangent in the bezier curve */
  69939. x2: number;
  69940. /** Defines the y component of the end tangent in the bezier curve */
  69941. y2: number;
  69942. /**
  69943. * Instantiates a bezier function
  69944. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  69945. * @param x1 Defines the x component of the start tangent in the bezier curve
  69946. * @param y1 Defines the y component of the start tangent in the bezier curve
  69947. * @param x2 Defines the x component of the end tangent in the bezier curve
  69948. * @param y2 Defines the y component of the end tangent in the bezier curve
  69949. */
  69950. constructor(
  69951. /** Defines the x component of the start tangent in the bezier curve */
  69952. x1?: number,
  69953. /** Defines the y component of the start tangent in the bezier curve */
  69954. y1?: number,
  69955. /** Defines the x component of the end tangent in the bezier curve */
  69956. x2?: number,
  69957. /** Defines the y component of the end tangent in the bezier curve */
  69958. y2?: number);
  69959. /** @hidden */
  69960. easeInCore(gradient: number): number;
  69961. }
  69962. }
  69963. declare module BABYLON {
  69964. /**
  69965. * Defines an interface which represents an animation key frame
  69966. */
  69967. export interface IAnimationKey {
  69968. /**
  69969. * Frame of the key frame
  69970. */
  69971. frame: number;
  69972. /**
  69973. * Value at the specifies key frame
  69974. */
  69975. value: any;
  69976. /**
  69977. * The input tangent for the cubic hermite spline
  69978. */
  69979. inTangent?: any;
  69980. /**
  69981. * The output tangent for the cubic hermite spline
  69982. */
  69983. outTangent?: any;
  69984. /**
  69985. * The animation interpolation type
  69986. */
  69987. interpolation?: AnimationKeyInterpolation;
  69988. }
  69989. /**
  69990. * Enum for the animation key frame interpolation type
  69991. */
  69992. export enum AnimationKeyInterpolation {
  69993. /**
  69994. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  69995. */
  69996. STEP = 1
  69997. }
  69998. }
  69999. declare module BABYLON {
  70000. /**
  70001. * Represents the range of an animation
  70002. */
  70003. export class AnimationRange {
  70004. /**The name of the animation range**/
  70005. name: string;
  70006. /**The starting frame of the animation */
  70007. from: number;
  70008. /**The ending frame of the animation*/
  70009. to: number;
  70010. /**
  70011. * Initializes the range of an animation
  70012. * @param name The name of the animation range
  70013. * @param from The starting frame of the animation
  70014. * @param to The ending frame of the animation
  70015. */
  70016. constructor(
  70017. /**The name of the animation range**/
  70018. name: string,
  70019. /**The starting frame of the animation */
  70020. from: number,
  70021. /**The ending frame of the animation*/
  70022. to: number);
  70023. /**
  70024. * Makes a copy of the animation range
  70025. * @returns A copy of the animation range
  70026. */
  70027. clone(): AnimationRange;
  70028. }
  70029. }
  70030. declare module BABYLON {
  70031. /**
  70032. * Composed of a frame, and an action function
  70033. */
  70034. export class AnimationEvent {
  70035. /** The frame for which the event is triggered **/
  70036. frame: number;
  70037. /** The event to perform when triggered **/
  70038. action: (currentFrame: number) => void;
  70039. /** Specifies if the event should be triggered only once**/
  70040. onlyOnce?: boolean | undefined;
  70041. /**
  70042. * Specifies if the animation event is done
  70043. */
  70044. isDone: boolean;
  70045. /**
  70046. * Initializes the animation event
  70047. * @param frame The frame for which the event is triggered
  70048. * @param action The event to perform when triggered
  70049. * @param onlyOnce Specifies if the event should be triggered only once
  70050. */
  70051. constructor(
  70052. /** The frame for which the event is triggered **/
  70053. frame: number,
  70054. /** The event to perform when triggered **/
  70055. action: (currentFrame: number) => void,
  70056. /** Specifies if the event should be triggered only once**/
  70057. onlyOnce?: boolean | undefined);
  70058. /** @hidden */
  70059. _clone(): AnimationEvent;
  70060. }
  70061. }
  70062. declare module BABYLON {
  70063. /**
  70064. * Interface used to define a behavior
  70065. */
  70066. export interface Behavior<T> {
  70067. /** gets or sets behavior's name */
  70068. name: string;
  70069. /**
  70070. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70071. */
  70072. init(): void;
  70073. /**
  70074. * Called when the behavior is attached to a target
  70075. * @param target defines the target where the behavior is attached to
  70076. */
  70077. attach(target: T): void;
  70078. /**
  70079. * Called when the behavior is detached from its target
  70080. */
  70081. detach(): void;
  70082. }
  70083. /**
  70084. * Interface implemented by classes supporting behaviors
  70085. */
  70086. export interface IBehaviorAware<T> {
  70087. /**
  70088. * Attach a behavior
  70089. * @param behavior defines the behavior to attach
  70090. * @returns the current host
  70091. */
  70092. addBehavior(behavior: Behavior<T>): T;
  70093. /**
  70094. * Remove a behavior from the current object
  70095. * @param behavior defines the behavior to detach
  70096. * @returns the current host
  70097. */
  70098. removeBehavior(behavior: Behavior<T>): T;
  70099. /**
  70100. * Gets a behavior using its name to search
  70101. * @param name defines the name to search
  70102. * @returns the behavior or null if not found
  70103. */
  70104. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70105. }
  70106. }
  70107. declare module BABYLON {
  70108. /**
  70109. * Defines an array and its length.
  70110. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70111. */
  70112. export interface ISmartArrayLike<T> {
  70113. /**
  70114. * The data of the array.
  70115. */
  70116. data: Array<T>;
  70117. /**
  70118. * The active length of the array.
  70119. */
  70120. length: number;
  70121. }
  70122. /**
  70123. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70124. */
  70125. export class SmartArray<T> implements ISmartArrayLike<T> {
  70126. /**
  70127. * The full set of data from the array.
  70128. */
  70129. data: Array<T>;
  70130. /**
  70131. * The active length of the array.
  70132. */
  70133. length: number;
  70134. protected _id: number;
  70135. /**
  70136. * Instantiates a Smart Array.
  70137. * @param capacity defines the default capacity of the array.
  70138. */
  70139. constructor(capacity: number);
  70140. /**
  70141. * Pushes a value at the end of the active data.
  70142. * @param value defines the object to push in the array.
  70143. */
  70144. push(value: T): void;
  70145. /**
  70146. * Iterates over the active data and apply the lambda to them.
  70147. * @param func defines the action to apply on each value.
  70148. */
  70149. forEach(func: (content: T) => void): void;
  70150. /**
  70151. * Sorts the full sets of data.
  70152. * @param compareFn defines the comparison function to apply.
  70153. */
  70154. sort(compareFn: (a: T, b: T) => number): void;
  70155. /**
  70156. * Resets the active data to an empty array.
  70157. */
  70158. reset(): void;
  70159. /**
  70160. * Releases all the data from the array as well as the array.
  70161. */
  70162. dispose(): void;
  70163. /**
  70164. * Concats the active data with a given array.
  70165. * @param array defines the data to concatenate with.
  70166. */
  70167. concat(array: any): void;
  70168. /**
  70169. * Returns the position of a value in the active data.
  70170. * @param value defines the value to find the index for
  70171. * @returns the index if found in the active data otherwise -1
  70172. */
  70173. indexOf(value: T): number;
  70174. /**
  70175. * Returns whether an element is part of the active data.
  70176. * @param value defines the value to look for
  70177. * @returns true if found in the active data otherwise false
  70178. */
  70179. contains(value: T): boolean;
  70180. private static _GlobalId;
  70181. }
  70182. /**
  70183. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70184. * The data in this array can only be present once
  70185. */
  70186. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70187. private _duplicateId;
  70188. /**
  70189. * Pushes a value at the end of the active data.
  70190. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70191. * @param value defines the object to push in the array.
  70192. */
  70193. push(value: T): void;
  70194. /**
  70195. * Pushes a value at the end of the active data.
  70196. * If the data is already present, it won t be added again
  70197. * @param value defines the object to push in the array.
  70198. * @returns true if added false if it was already present
  70199. */
  70200. pushNoDuplicate(value: T): boolean;
  70201. /**
  70202. * Resets the active data to an empty array.
  70203. */
  70204. reset(): void;
  70205. /**
  70206. * Concats the active data with a given array.
  70207. * This ensures no dupplicate will be present in the result.
  70208. * @param array defines the data to concatenate with.
  70209. */
  70210. concatWithNoDuplicate(array: any): void;
  70211. }
  70212. }
  70213. declare module BABYLON {
  70214. /**
  70215. * @ignore
  70216. * This is a list of all the different input types that are available in the application.
  70217. * Fo instance: ArcRotateCameraGamepadInput...
  70218. */
  70219. export var CameraInputTypes: {};
  70220. /**
  70221. * This is the contract to implement in order to create a new input class.
  70222. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70223. */
  70224. export interface ICameraInput<TCamera extends Camera> {
  70225. /**
  70226. * Defines the camera the input is attached to.
  70227. */
  70228. camera: Nullable<TCamera>;
  70229. /**
  70230. * Gets the class name of the current intput.
  70231. * @returns the class name
  70232. */
  70233. getClassName(): string;
  70234. /**
  70235. * Get the friendly name associated with the input class.
  70236. * @returns the input friendly name
  70237. */
  70238. getSimpleName(): string;
  70239. /**
  70240. * Attach the input controls to a specific dom element to get the input from.
  70241. * @param element Defines the element the controls should be listened from
  70242. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70243. */
  70244. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70245. /**
  70246. * Detach the current controls from the specified dom element.
  70247. * @param element Defines the element to stop listening the inputs from
  70248. */
  70249. detachControl(element: Nullable<HTMLElement>): void;
  70250. /**
  70251. * Update the current camera state depending on the inputs that have been used this frame.
  70252. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70253. */
  70254. checkInputs?: () => void;
  70255. }
  70256. /**
  70257. * Represents a map of input types to input instance or input index to input instance.
  70258. */
  70259. export interface CameraInputsMap<TCamera extends Camera> {
  70260. /**
  70261. * Accessor to the input by input type.
  70262. */
  70263. [name: string]: ICameraInput<TCamera>;
  70264. /**
  70265. * Accessor to the input by input index.
  70266. */
  70267. [idx: number]: ICameraInput<TCamera>;
  70268. }
  70269. /**
  70270. * This represents the input manager used within a camera.
  70271. * It helps dealing with all the different kind of input attached to a camera.
  70272. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70273. */
  70274. export class CameraInputsManager<TCamera extends Camera> {
  70275. /**
  70276. * Defines the list of inputs attahed to the camera.
  70277. */
  70278. attached: CameraInputsMap<TCamera>;
  70279. /**
  70280. * Defines the dom element the camera is collecting inputs from.
  70281. * This is null if the controls have not been attached.
  70282. */
  70283. attachedElement: Nullable<HTMLElement>;
  70284. /**
  70285. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70286. */
  70287. noPreventDefault: boolean;
  70288. /**
  70289. * Defined the camera the input manager belongs to.
  70290. */
  70291. camera: TCamera;
  70292. /**
  70293. * Update the current camera state depending on the inputs that have been used this frame.
  70294. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70295. */
  70296. checkInputs: () => void;
  70297. /**
  70298. * Instantiate a new Camera Input Manager.
  70299. * @param camera Defines the camera the input manager blongs to
  70300. */
  70301. constructor(camera: TCamera);
  70302. /**
  70303. * Add an input method to a camera
  70304. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70305. * @param input camera input method
  70306. */
  70307. add(input: ICameraInput<TCamera>): void;
  70308. /**
  70309. * Remove a specific input method from a camera
  70310. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70311. * @param inputToRemove camera input method
  70312. */
  70313. remove(inputToRemove: ICameraInput<TCamera>): void;
  70314. /**
  70315. * Remove a specific input type from a camera
  70316. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70317. * @param inputType the type of the input to remove
  70318. */
  70319. removeByType(inputType: string): void;
  70320. private _addCheckInputs;
  70321. /**
  70322. * Attach the input controls to the currently attached dom element to listen the events from.
  70323. * @param input Defines the input to attach
  70324. */
  70325. attachInput(input: ICameraInput<TCamera>): void;
  70326. /**
  70327. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70328. * @param element Defines the dom element to collect the events from
  70329. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70330. */
  70331. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70332. /**
  70333. * Detach the current manager inputs controls from a specific dom element.
  70334. * @param element Defines the dom element to collect the events from
  70335. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70336. */
  70337. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70338. /**
  70339. * Rebuild the dynamic inputCheck function from the current list of
  70340. * defined inputs in the manager.
  70341. */
  70342. rebuildInputCheck(): void;
  70343. /**
  70344. * Remove all attached input methods from a camera
  70345. */
  70346. clear(): void;
  70347. /**
  70348. * Serialize the current input manager attached to a camera.
  70349. * This ensures than once parsed,
  70350. * the input associated to the camera will be identical to the current ones
  70351. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70352. */
  70353. serialize(serializedCamera: any): void;
  70354. /**
  70355. * Parses an input manager serialized JSON to restore the previous list of inputs
  70356. * and states associated to a camera.
  70357. * @param parsedCamera Defines the JSON to parse
  70358. */
  70359. parse(parsedCamera: any): void;
  70360. }
  70361. }
  70362. declare module BABYLON {
  70363. /**
  70364. * @hidden
  70365. */
  70366. export class IntersectionInfo {
  70367. bu: Nullable<number>;
  70368. bv: Nullable<number>;
  70369. distance: number;
  70370. faceId: number;
  70371. subMeshId: number;
  70372. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70373. }
  70374. }
  70375. declare module BABYLON {
  70376. /**
  70377. * Represens a plane by the equation ax + by + cz + d = 0
  70378. */
  70379. export class Plane {
  70380. private static _TmpMatrix;
  70381. /**
  70382. * Normal of the plane (a,b,c)
  70383. */
  70384. normal: Vector3;
  70385. /**
  70386. * d component of the plane
  70387. */
  70388. d: number;
  70389. /**
  70390. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70391. * @param a a component of the plane
  70392. * @param b b component of the plane
  70393. * @param c c component of the plane
  70394. * @param d d component of the plane
  70395. */
  70396. constructor(a: number, b: number, c: number, d: number);
  70397. /**
  70398. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70399. */
  70400. asArray(): number[];
  70401. /**
  70402. * @returns a new plane copied from the current Plane.
  70403. */
  70404. clone(): Plane;
  70405. /**
  70406. * @returns the string "Plane".
  70407. */
  70408. getClassName(): string;
  70409. /**
  70410. * @returns the Plane hash code.
  70411. */
  70412. getHashCode(): number;
  70413. /**
  70414. * Normalize the current Plane in place.
  70415. * @returns the updated Plane.
  70416. */
  70417. normalize(): Plane;
  70418. /**
  70419. * Applies a transformation the plane and returns the result
  70420. * @param transformation the transformation matrix to be applied to the plane
  70421. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70422. */
  70423. transform(transformation: DeepImmutable<Matrix>): Plane;
  70424. /**
  70425. * Calcualtte the dot product between the point and the plane normal
  70426. * @param point point to calculate the dot product with
  70427. * @returns the dot product (float) of the point coordinates and the plane normal.
  70428. */
  70429. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70430. /**
  70431. * Updates the current Plane from the plane defined by the three given points.
  70432. * @param point1 one of the points used to contruct the plane
  70433. * @param point2 one of the points used to contruct the plane
  70434. * @param point3 one of the points used to contruct the plane
  70435. * @returns the updated Plane.
  70436. */
  70437. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70438. /**
  70439. * Checks if the plane is facing a given direction
  70440. * @param direction the direction to check if the plane is facing
  70441. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70442. * @returns True is the vector "direction" is the same side than the plane normal.
  70443. */
  70444. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70445. /**
  70446. * Calculates the distance to a point
  70447. * @param point point to calculate distance to
  70448. * @returns the signed distance (float) from the given point to the Plane.
  70449. */
  70450. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70451. /**
  70452. * Creates a plane from an array
  70453. * @param array the array to create a plane from
  70454. * @returns a new Plane from the given array.
  70455. */
  70456. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70457. /**
  70458. * Creates a plane from three points
  70459. * @param point1 point used to create the plane
  70460. * @param point2 point used to create the plane
  70461. * @param point3 point used to create the plane
  70462. * @returns a new Plane defined by the three given points.
  70463. */
  70464. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70465. /**
  70466. * Creates a plane from an origin point and a normal
  70467. * @param origin origin of the plane to be constructed
  70468. * @param normal normal of the plane to be constructed
  70469. * @returns a new Plane the normal vector to this plane at the given origin point.
  70470. * Note : the vector "normal" is updated because normalized.
  70471. */
  70472. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70473. /**
  70474. * Calculates the distance from a plane and a point
  70475. * @param origin origin of the plane to be constructed
  70476. * @param normal normal of the plane to be constructed
  70477. * @param point point to calculate distance to
  70478. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70479. */
  70480. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70481. }
  70482. }
  70483. declare module BABYLON {
  70484. /**
  70485. * Class used to store bounding sphere information
  70486. */
  70487. export class BoundingSphere {
  70488. /**
  70489. * Gets the center of the bounding sphere in local space
  70490. */
  70491. readonly center: Vector3;
  70492. /**
  70493. * Radius of the bounding sphere in local space
  70494. */
  70495. radius: number;
  70496. /**
  70497. * Gets the center of the bounding sphere in world space
  70498. */
  70499. readonly centerWorld: Vector3;
  70500. /**
  70501. * Radius of the bounding sphere in world space
  70502. */
  70503. radiusWorld: number;
  70504. /**
  70505. * Gets the minimum vector in local space
  70506. */
  70507. readonly minimum: Vector3;
  70508. /**
  70509. * Gets the maximum vector in local space
  70510. */
  70511. readonly maximum: Vector3;
  70512. private _worldMatrix;
  70513. private static readonly TmpVector3;
  70514. /**
  70515. * Creates a new bounding sphere
  70516. * @param min defines the minimum vector (in local space)
  70517. * @param max defines the maximum vector (in local space)
  70518. * @param worldMatrix defines the new world matrix
  70519. */
  70520. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70521. /**
  70522. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70523. * @param min defines the new minimum vector (in local space)
  70524. * @param max defines the new maximum vector (in local space)
  70525. * @param worldMatrix defines the new world matrix
  70526. */
  70527. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70528. /**
  70529. * Scale the current bounding sphere by applying a scale factor
  70530. * @param factor defines the scale factor to apply
  70531. * @returns the current bounding box
  70532. */
  70533. scale(factor: number): BoundingSphere;
  70534. /**
  70535. * Gets the world matrix of the bounding box
  70536. * @returns a matrix
  70537. */
  70538. getWorldMatrix(): DeepImmutable<Matrix>;
  70539. /** @hidden */
  70540. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70541. /**
  70542. * Tests if the bounding sphere is intersecting the frustum planes
  70543. * @param frustumPlanes defines the frustum planes to test
  70544. * @returns true if there is an intersection
  70545. */
  70546. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70547. /**
  70548. * Tests if the bounding sphere center is in between the frustum planes.
  70549. * Used for optimistic fast inclusion.
  70550. * @param frustumPlanes defines the frustum planes to test
  70551. * @returns true if the sphere center is in between the frustum planes
  70552. */
  70553. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70554. /**
  70555. * Tests if a point is inside the bounding sphere
  70556. * @param point defines the point to test
  70557. * @returns true if the point is inside the bounding sphere
  70558. */
  70559. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70560. /**
  70561. * Checks if two sphere intersct
  70562. * @param sphere0 sphere 0
  70563. * @param sphere1 sphere 1
  70564. * @returns true if the speres intersect
  70565. */
  70566. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70567. }
  70568. }
  70569. declare module BABYLON {
  70570. /**
  70571. * Class used to store bounding box information
  70572. */
  70573. export class BoundingBox implements ICullable {
  70574. /**
  70575. * Gets the 8 vectors representing the bounding box in local space
  70576. */
  70577. readonly vectors: Vector3[];
  70578. /**
  70579. * Gets the center of the bounding box in local space
  70580. */
  70581. readonly center: Vector3;
  70582. /**
  70583. * Gets the center of the bounding box in world space
  70584. */
  70585. readonly centerWorld: Vector3;
  70586. /**
  70587. * Gets the extend size in local space
  70588. */
  70589. readonly extendSize: Vector3;
  70590. /**
  70591. * Gets the extend size in world space
  70592. */
  70593. readonly extendSizeWorld: Vector3;
  70594. /**
  70595. * Gets the OBB (object bounding box) directions
  70596. */
  70597. readonly directions: Vector3[];
  70598. /**
  70599. * Gets the 8 vectors representing the bounding box in world space
  70600. */
  70601. readonly vectorsWorld: Vector3[];
  70602. /**
  70603. * Gets the minimum vector in world space
  70604. */
  70605. readonly minimumWorld: Vector3;
  70606. /**
  70607. * Gets the maximum vector in world space
  70608. */
  70609. readonly maximumWorld: Vector3;
  70610. /**
  70611. * Gets the minimum vector in local space
  70612. */
  70613. readonly minimum: Vector3;
  70614. /**
  70615. * Gets the maximum vector in local space
  70616. */
  70617. readonly maximum: Vector3;
  70618. private _worldMatrix;
  70619. private static readonly TmpVector3;
  70620. /**
  70621. * @hidden
  70622. */
  70623. _tag: number;
  70624. /**
  70625. * Creates a new bounding box
  70626. * @param min defines the minimum vector (in local space)
  70627. * @param max defines the maximum vector (in local space)
  70628. * @param worldMatrix defines the new world matrix
  70629. */
  70630. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70631. /**
  70632. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70633. * @param min defines the new minimum vector (in local space)
  70634. * @param max defines the new maximum vector (in local space)
  70635. * @param worldMatrix defines the new world matrix
  70636. */
  70637. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70638. /**
  70639. * Scale the current bounding box by applying a scale factor
  70640. * @param factor defines the scale factor to apply
  70641. * @returns the current bounding box
  70642. */
  70643. scale(factor: number): BoundingBox;
  70644. /**
  70645. * Gets the world matrix of the bounding box
  70646. * @returns a matrix
  70647. */
  70648. getWorldMatrix(): DeepImmutable<Matrix>;
  70649. /** @hidden */
  70650. _update(world: DeepImmutable<Matrix>): void;
  70651. /**
  70652. * Tests if the bounding box is intersecting the frustum planes
  70653. * @param frustumPlanes defines the frustum planes to test
  70654. * @returns true if there is an intersection
  70655. */
  70656. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70657. /**
  70658. * Tests if the bounding box is entirely inside the frustum planes
  70659. * @param frustumPlanes defines the frustum planes to test
  70660. * @returns true if there is an inclusion
  70661. */
  70662. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70663. /**
  70664. * Tests if a point is inside the bounding box
  70665. * @param point defines the point to test
  70666. * @returns true if the point is inside the bounding box
  70667. */
  70668. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70669. /**
  70670. * Tests if the bounding box intersects with a bounding sphere
  70671. * @param sphere defines the sphere to test
  70672. * @returns true if there is an intersection
  70673. */
  70674. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70675. /**
  70676. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70677. * @param min defines the min vector to use
  70678. * @param max defines the max vector to use
  70679. * @returns true if there is an intersection
  70680. */
  70681. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70682. /**
  70683. * Tests if two bounding boxes are intersections
  70684. * @param box0 defines the first box to test
  70685. * @param box1 defines the second box to test
  70686. * @returns true if there is an intersection
  70687. */
  70688. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70689. /**
  70690. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70691. * @param minPoint defines the minimum vector of the bounding box
  70692. * @param maxPoint defines the maximum vector of the bounding box
  70693. * @param sphereCenter defines the sphere center
  70694. * @param sphereRadius defines the sphere radius
  70695. * @returns true if there is an intersection
  70696. */
  70697. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70698. /**
  70699. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70700. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70701. * @param frustumPlanes defines the frustum planes to test
  70702. * @return true if there is an inclusion
  70703. */
  70704. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70705. /**
  70706. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70707. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70708. * @param frustumPlanes defines the frustum planes to test
  70709. * @return true if there is an intersection
  70710. */
  70711. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70712. }
  70713. }
  70714. declare module BABYLON {
  70715. /** @hidden */
  70716. export class Collider {
  70717. /** Define if a collision was found */
  70718. collisionFound: boolean;
  70719. /**
  70720. * Define last intersection point in local space
  70721. */
  70722. intersectionPoint: Vector3;
  70723. /**
  70724. * Define last collided mesh
  70725. */
  70726. collidedMesh: Nullable<AbstractMesh>;
  70727. private _collisionPoint;
  70728. private _planeIntersectionPoint;
  70729. private _tempVector;
  70730. private _tempVector2;
  70731. private _tempVector3;
  70732. private _tempVector4;
  70733. private _edge;
  70734. private _baseToVertex;
  70735. private _destinationPoint;
  70736. private _slidePlaneNormal;
  70737. private _displacementVector;
  70738. /** @hidden */
  70739. _radius: Vector3;
  70740. /** @hidden */
  70741. _retry: number;
  70742. private _velocity;
  70743. private _basePoint;
  70744. private _epsilon;
  70745. /** @hidden */
  70746. _velocityWorldLength: number;
  70747. /** @hidden */
  70748. _basePointWorld: Vector3;
  70749. private _velocityWorld;
  70750. private _normalizedVelocity;
  70751. /** @hidden */
  70752. _initialVelocity: Vector3;
  70753. /** @hidden */
  70754. _initialPosition: Vector3;
  70755. private _nearestDistance;
  70756. private _collisionMask;
  70757. collisionMask: number;
  70758. /**
  70759. * Gets the plane normal used to compute the sliding response (in local space)
  70760. */
  70761. readonly slidePlaneNormal: Vector3;
  70762. /** @hidden */
  70763. _initialize(source: Vector3, dir: Vector3, e: number): void;
  70764. /** @hidden */
  70765. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  70766. /** @hidden */
  70767. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  70768. /** @hidden */
  70769. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70770. /** @hidden */
  70771. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  70772. /** @hidden */
  70773. _getResponse(pos: Vector3, vel: Vector3): void;
  70774. }
  70775. }
  70776. declare module BABYLON {
  70777. /**
  70778. * Interface for cullable objects
  70779. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  70780. */
  70781. export interface ICullable {
  70782. /**
  70783. * Checks if the object or part of the object is in the frustum
  70784. * @param frustumPlanes Camera near/planes
  70785. * @returns true if the object is in frustum otherwise false
  70786. */
  70787. isInFrustum(frustumPlanes: Plane[]): boolean;
  70788. /**
  70789. * Checks if a cullable object (mesh...) is in the camera frustum
  70790. * Unlike isInFrustum this cheks the full bounding box
  70791. * @param frustumPlanes Camera near/planes
  70792. * @returns true if the object is in frustum otherwise false
  70793. */
  70794. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  70795. }
  70796. /**
  70797. * Info for a bounding data of a mesh
  70798. */
  70799. export class BoundingInfo implements ICullable {
  70800. /**
  70801. * Bounding box for the mesh
  70802. */
  70803. readonly boundingBox: BoundingBox;
  70804. /**
  70805. * Bounding sphere for the mesh
  70806. */
  70807. readonly boundingSphere: BoundingSphere;
  70808. private _isLocked;
  70809. private static readonly TmpVector3;
  70810. /**
  70811. * Constructs bounding info
  70812. * @param minimum min vector of the bounding box/sphere
  70813. * @param maximum max vector of the bounding box/sphere
  70814. * @param worldMatrix defines the new world matrix
  70815. */
  70816. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70817. /**
  70818. * Recreates the entire bounding info from scratch as if we call the constructor in place
  70819. * @param min defines the new minimum vector (in local space)
  70820. * @param max defines the new maximum vector (in local space)
  70821. * @param worldMatrix defines the new world matrix
  70822. */
  70823. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70824. /**
  70825. * min vector of the bounding box/sphere
  70826. */
  70827. readonly minimum: Vector3;
  70828. /**
  70829. * max vector of the bounding box/sphere
  70830. */
  70831. readonly maximum: Vector3;
  70832. /**
  70833. * If the info is locked and won't be updated to avoid perf overhead
  70834. */
  70835. isLocked: boolean;
  70836. /**
  70837. * Updates the bounding sphere and box
  70838. * @param world world matrix to be used to update
  70839. */
  70840. update(world: DeepImmutable<Matrix>): void;
  70841. /**
  70842. * Recreate the bounding info to be centered around a specific point given a specific extend.
  70843. * @param center New center of the bounding info
  70844. * @param extend New extend of the bounding info
  70845. * @returns the current bounding info
  70846. */
  70847. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  70848. /**
  70849. * Scale the current bounding info by applying a scale factor
  70850. * @param factor defines the scale factor to apply
  70851. * @returns the current bounding info
  70852. */
  70853. scale(factor: number): BoundingInfo;
  70854. /**
  70855. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  70856. * @param frustumPlanes defines the frustum to test
  70857. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  70858. * @returns true if the bounding info is in the frustum planes
  70859. */
  70860. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  70861. /**
  70862. * Gets the world distance between the min and max points of the bounding box
  70863. */
  70864. readonly diagonalLength: number;
  70865. /**
  70866. * Checks if a cullable object (mesh...) is in the camera frustum
  70867. * Unlike isInFrustum this cheks the full bounding box
  70868. * @param frustumPlanes Camera near/planes
  70869. * @returns true if the object is in frustum otherwise false
  70870. */
  70871. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70872. /** @hidden */
  70873. _checkCollision(collider: Collider): boolean;
  70874. /**
  70875. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  70876. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70877. * @param point the point to check intersection with
  70878. * @returns if the point intersects
  70879. */
  70880. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70881. /**
  70882. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  70883. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  70884. * @param boundingInfo the bounding info to check intersection with
  70885. * @param precise if the intersection should be done using OBB
  70886. * @returns if the bounding info intersects
  70887. */
  70888. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  70889. }
  70890. }
  70891. declare module BABYLON {
  70892. /**
  70893. * Extracts minimum and maximum values from a list of indexed positions
  70894. * @param positions defines the positions to use
  70895. * @param indices defines the indices to the positions
  70896. * @param indexStart defines the start index
  70897. * @param indexCount defines the end index
  70898. * @param bias defines bias value to add to the result
  70899. * @return minimum and maximum values
  70900. */
  70901. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  70902. minimum: Vector3;
  70903. maximum: Vector3;
  70904. };
  70905. /**
  70906. * Extracts minimum and maximum values from a list of positions
  70907. * @param positions defines the positions to use
  70908. * @param start defines the start index in the positions array
  70909. * @param count defines the number of positions to handle
  70910. * @param bias defines bias value to add to the result
  70911. * @param stride defines the stride size to use (distance between two positions in the positions array)
  70912. * @return minimum and maximum values
  70913. */
  70914. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  70915. minimum: Vector3;
  70916. maximum: Vector3;
  70917. };
  70918. }
  70919. declare module BABYLON {
  70920. /**
  70921. * Enum that determines the text-wrapping mode to use.
  70922. */
  70923. export enum InspectableType {
  70924. /**
  70925. * Checkbox for booleans
  70926. */
  70927. Checkbox = 0,
  70928. /**
  70929. * Sliders for numbers
  70930. */
  70931. Slider = 1,
  70932. /**
  70933. * Vector3
  70934. */
  70935. Vector3 = 2,
  70936. /**
  70937. * Quaternions
  70938. */
  70939. Quaternion = 3,
  70940. /**
  70941. * Color3
  70942. */
  70943. Color3 = 4,
  70944. /**
  70945. * String
  70946. */
  70947. String = 5
  70948. }
  70949. /**
  70950. * Interface used to define custom inspectable properties.
  70951. * This interface is used by the inspector to display custom property grids
  70952. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  70953. */
  70954. export interface IInspectable {
  70955. /**
  70956. * Gets the label to display
  70957. */
  70958. label: string;
  70959. /**
  70960. * Gets the name of the property to edit
  70961. */
  70962. propertyName: string;
  70963. /**
  70964. * Gets the type of the editor to use
  70965. */
  70966. type: InspectableType;
  70967. /**
  70968. * Gets the minimum value of the property when using in "slider" mode
  70969. */
  70970. min?: number;
  70971. /**
  70972. * Gets the maximum value of the property when using in "slider" mode
  70973. */
  70974. max?: number;
  70975. /**
  70976. * Gets the setp to use when using in "slider" mode
  70977. */
  70978. step?: number;
  70979. }
  70980. }
  70981. declare module BABYLON {
  70982. /**
  70983. * Class used to provide helper for timing
  70984. */
  70985. export class TimingTools {
  70986. /**
  70987. * Polyfill for setImmediate
  70988. * @param action defines the action to execute after the current execution block
  70989. */
  70990. static SetImmediate(action: () => void): void;
  70991. }
  70992. }
  70993. declare module BABYLON {
  70994. /**
  70995. * Class used to enable instatition of objects by class name
  70996. */
  70997. export class InstantiationTools {
  70998. /**
  70999. * Use this object to register external classes like custom textures or material
  71000. * to allow the laoders to instantiate them
  71001. */
  71002. static RegisteredExternalClasses: {
  71003. [key: string]: Object;
  71004. };
  71005. /**
  71006. * Tries to instantiate a new object from a given class name
  71007. * @param className defines the class name to instantiate
  71008. * @returns the new object or null if the system was not able to do the instantiation
  71009. */
  71010. static Instantiate(className: string): any;
  71011. }
  71012. }
  71013. declare module BABYLON {
  71014. /**
  71015. * This represents the required contract to create a new type of texture loader.
  71016. */
  71017. export interface IInternalTextureLoader {
  71018. /**
  71019. * Defines wether the loader supports cascade loading the different faces.
  71020. */
  71021. supportCascades: boolean;
  71022. /**
  71023. * This returns if the loader support the current file information.
  71024. * @param extension defines the file extension of the file being loaded
  71025. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71026. * @param fallback defines the fallback internal texture if any
  71027. * @param isBase64 defines whether the texture is encoded as a base64
  71028. * @param isBuffer defines whether the texture data are stored as a buffer
  71029. * @returns true if the loader can load the specified file
  71030. */
  71031. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71032. /**
  71033. * Transform the url before loading if required.
  71034. * @param rootUrl the url of the texture
  71035. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71036. * @returns the transformed texture
  71037. */
  71038. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71039. /**
  71040. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71041. * @param rootUrl the url of the texture
  71042. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71043. * @returns the fallback texture
  71044. */
  71045. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71046. /**
  71047. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71048. * @param data contains the texture data
  71049. * @param texture defines the BabylonJS internal texture
  71050. * @param createPolynomials will be true if polynomials have been requested
  71051. * @param onLoad defines the callback to trigger once the texture is ready
  71052. * @param onError defines the callback to trigger in case of error
  71053. */
  71054. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71055. /**
  71056. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71057. * @param data contains the texture data
  71058. * @param texture defines the BabylonJS internal texture
  71059. * @param callback defines the method to call once ready to upload
  71060. */
  71061. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71062. }
  71063. }
  71064. declare module BABYLON {
  71065. interface Engine {
  71066. /**
  71067. * Creates a depth stencil cube texture.
  71068. * This is only available in WebGL 2.
  71069. * @param size The size of face edge in the cube texture.
  71070. * @param options The options defining the cube texture.
  71071. * @returns The cube texture
  71072. */
  71073. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71074. /**
  71075. * Creates a cube texture
  71076. * @param rootUrl defines the url where the files to load is located
  71077. * @param scene defines the current scene
  71078. * @param files defines the list of files to load (1 per face)
  71079. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71080. * @param onLoad defines an optional callback raised when the texture is loaded
  71081. * @param onError defines an optional callback raised if there is an issue to load the texture
  71082. * @param format defines the format of the data
  71083. * @param forcedExtension defines the extension to use to pick the right loader
  71084. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71085. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71086. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71087. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71088. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71089. * @returns the cube texture as an InternalTexture
  71090. */
  71091. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  71092. /**
  71093. * Creates a cube texture
  71094. * @param rootUrl defines the url where the files to load is located
  71095. * @param scene defines the current scene
  71096. * @param files defines the list of files to load (1 per face)
  71097. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71098. * @param onLoad defines an optional callback raised when the texture is loaded
  71099. * @param onError defines an optional callback raised if there is an issue to load the texture
  71100. * @param format defines the format of the data
  71101. * @param forcedExtension defines the extension to use to pick the right loader
  71102. * @returns the cube texture as an InternalTexture
  71103. */
  71104. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  71105. /**
  71106. * Creates a cube texture
  71107. * @param rootUrl defines the url where the files to load is located
  71108. * @param scene defines the current scene
  71109. * @param files defines the list of files to load (1 per face)
  71110. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71111. * @param onLoad defines an optional callback raised when the texture is loaded
  71112. * @param onError defines an optional callback raised if there is an issue to load the texture
  71113. * @param format defines the format of the data
  71114. * @param forcedExtension defines the extension to use to pick the right loader
  71115. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71116. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71117. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71118. * @returns the cube texture as an InternalTexture
  71119. */
  71120. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  71121. /** @hidden */
  71122. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71123. /** @hidden */
  71124. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71125. /** @hidden */
  71126. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71127. /** @hidden */
  71128. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71129. }
  71130. }
  71131. declare module BABYLON {
  71132. /**
  71133. * Class for creating a cube texture
  71134. */
  71135. export class CubeTexture extends BaseTexture {
  71136. private _delayedOnLoad;
  71137. /**
  71138. * The url of the texture
  71139. */
  71140. url: string;
  71141. /**
  71142. * Gets or sets the center of the bounding box associated with the cube texture.
  71143. * It must define where the camera used to render the texture was set
  71144. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71145. */
  71146. boundingBoxPosition: Vector3;
  71147. private _boundingBoxSize;
  71148. /**
  71149. * Gets or sets the size of the bounding box associated with the cube texture
  71150. * When defined, the cubemap will switch to local mode
  71151. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71152. * @example https://www.babylonjs-playground.com/#RNASML
  71153. */
  71154. /**
  71155. * Returns the bounding box size
  71156. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71157. */
  71158. boundingBoxSize: Vector3;
  71159. protected _rotationY: number;
  71160. /**
  71161. * Sets texture matrix rotation angle around Y axis in radians.
  71162. */
  71163. /**
  71164. * Gets texture matrix rotation angle around Y axis radians.
  71165. */
  71166. rotationY: number;
  71167. /**
  71168. * Are mip maps generated for this texture or not.
  71169. */
  71170. readonly noMipmap: boolean;
  71171. private _noMipmap;
  71172. private _files;
  71173. private _extensions;
  71174. private _textureMatrix;
  71175. private _format;
  71176. private _createPolynomials;
  71177. /** @hidden */
  71178. _prefiltered: boolean;
  71179. /**
  71180. * Creates a cube texture from an array of image urls
  71181. * @param files defines an array of image urls
  71182. * @param scene defines the hosting scene
  71183. * @param noMipmap specifies if mip maps are not used
  71184. * @returns a cube texture
  71185. */
  71186. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71187. /**
  71188. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71189. * @param url defines the url of the prefiltered texture
  71190. * @param scene defines the scene the texture is attached to
  71191. * @param forcedExtension defines the extension of the file if different from the url
  71192. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71193. * @return the prefiltered texture
  71194. */
  71195. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71196. /**
  71197. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71198. * as prefiltered data.
  71199. * @param rootUrl defines the url of the texture or the root name of the six images
  71200. * @param scene defines the scene the texture is attached to
  71201. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71202. * @param noMipmap defines if mipmaps should be created or not
  71203. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71204. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71205. * @param onError defines a callback triggered in case of error during load
  71206. * @param format defines the internal format to use for the texture once loaded
  71207. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71208. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71209. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71210. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71211. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71212. * @return the cube texture
  71213. */
  71214. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  71215. /**
  71216. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71217. */
  71218. readonly isPrefiltered: boolean;
  71219. /**
  71220. * Get the current class name of the texture useful for serialization or dynamic coding.
  71221. * @returns "CubeTexture"
  71222. */
  71223. getClassName(): string;
  71224. /**
  71225. * Update the url (and optional buffer) of this texture if url was null during construction.
  71226. * @param url the url of the texture
  71227. * @param forcedExtension defines the extension to use
  71228. * @param onLoad callback called when the texture is loaded (defaults to null)
  71229. */
  71230. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71231. /**
  71232. * Delays loading of the cube texture
  71233. * @param forcedExtension defines the extension to use
  71234. */
  71235. delayLoad(forcedExtension?: string): void;
  71236. /**
  71237. * Returns the reflection texture matrix
  71238. * @returns the reflection texture matrix
  71239. */
  71240. getReflectionTextureMatrix(): Matrix;
  71241. /**
  71242. * Sets the reflection texture matrix
  71243. * @param value Reflection texture matrix
  71244. */
  71245. setReflectionTextureMatrix(value: Matrix): void;
  71246. /**
  71247. * Parses text to create a cube texture
  71248. * @param parsedTexture define the serialized text to read from
  71249. * @param scene defines the hosting scene
  71250. * @param rootUrl defines the root url of the cube texture
  71251. * @returns a cube texture
  71252. */
  71253. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71254. /**
  71255. * Makes a clone, or deep copy, of the cube texture
  71256. * @returns a new cube texture
  71257. */
  71258. clone(): CubeTexture;
  71259. }
  71260. }
  71261. declare module BABYLON {
  71262. /**
  71263. * Manages the defines for the Material
  71264. */
  71265. export class MaterialDefines {
  71266. /** @hidden */
  71267. protected _keys: string[];
  71268. private _isDirty;
  71269. /** @hidden */
  71270. _renderId: number;
  71271. /** @hidden */
  71272. _areLightsDirty: boolean;
  71273. /** @hidden */
  71274. _areAttributesDirty: boolean;
  71275. /** @hidden */
  71276. _areTexturesDirty: boolean;
  71277. /** @hidden */
  71278. _areFresnelDirty: boolean;
  71279. /** @hidden */
  71280. _areMiscDirty: boolean;
  71281. /** @hidden */
  71282. _areImageProcessingDirty: boolean;
  71283. /** @hidden */
  71284. _normals: boolean;
  71285. /** @hidden */
  71286. _uvs: boolean;
  71287. /** @hidden */
  71288. _needNormals: boolean;
  71289. /** @hidden */
  71290. _needUVs: boolean;
  71291. [id: string]: any;
  71292. /**
  71293. * Specifies if the material needs to be re-calculated
  71294. */
  71295. readonly isDirty: boolean;
  71296. /**
  71297. * Marks the material to indicate that it has been re-calculated
  71298. */
  71299. markAsProcessed(): void;
  71300. /**
  71301. * Marks the material to indicate that it needs to be re-calculated
  71302. */
  71303. markAsUnprocessed(): void;
  71304. /**
  71305. * Marks the material to indicate all of its defines need to be re-calculated
  71306. */
  71307. markAllAsDirty(): void;
  71308. /**
  71309. * Marks the material to indicate that image processing needs to be re-calculated
  71310. */
  71311. markAsImageProcessingDirty(): void;
  71312. /**
  71313. * Marks the material to indicate the lights need to be re-calculated
  71314. */
  71315. markAsLightDirty(): void;
  71316. /**
  71317. * Marks the attribute state as changed
  71318. */
  71319. markAsAttributesDirty(): void;
  71320. /**
  71321. * Marks the texture state as changed
  71322. */
  71323. markAsTexturesDirty(): void;
  71324. /**
  71325. * Marks the fresnel state as changed
  71326. */
  71327. markAsFresnelDirty(): void;
  71328. /**
  71329. * Marks the misc state as changed
  71330. */
  71331. markAsMiscDirty(): void;
  71332. /**
  71333. * Rebuilds the material defines
  71334. */
  71335. rebuild(): void;
  71336. /**
  71337. * Specifies if two material defines are equal
  71338. * @param other - A material define instance to compare to
  71339. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71340. */
  71341. isEqual(other: MaterialDefines): boolean;
  71342. /**
  71343. * Clones this instance's defines to another instance
  71344. * @param other - material defines to clone values to
  71345. */
  71346. cloneTo(other: MaterialDefines): void;
  71347. /**
  71348. * Resets the material define values
  71349. */
  71350. reset(): void;
  71351. /**
  71352. * Converts the material define values to a string
  71353. * @returns - String of material define information
  71354. */
  71355. toString(): string;
  71356. }
  71357. }
  71358. declare module BABYLON {
  71359. /**
  71360. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71361. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71362. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  71363. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71364. */
  71365. export class ColorCurves {
  71366. private _dirty;
  71367. private _tempColor;
  71368. private _globalCurve;
  71369. private _highlightsCurve;
  71370. private _midtonesCurve;
  71371. private _shadowsCurve;
  71372. private _positiveCurve;
  71373. private _negativeCurve;
  71374. private _globalHue;
  71375. private _globalDensity;
  71376. private _globalSaturation;
  71377. private _globalExposure;
  71378. /**
  71379. * Gets the global Hue value.
  71380. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71381. */
  71382. /**
  71383. * Sets the global Hue value.
  71384. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71385. */
  71386. globalHue: number;
  71387. /**
  71388. * Gets the global Density value.
  71389. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71390. * Values less than zero provide a filter of opposite hue.
  71391. */
  71392. /**
  71393. * Sets the global Density value.
  71394. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71395. * Values less than zero provide a filter of opposite hue.
  71396. */
  71397. globalDensity: number;
  71398. /**
  71399. * Gets the global Saturation value.
  71400. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71401. */
  71402. /**
  71403. * Sets the global Saturation value.
  71404. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71405. */
  71406. globalSaturation: number;
  71407. /**
  71408. * Gets the global Exposure value.
  71409. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71410. */
  71411. /**
  71412. * Sets the global Exposure value.
  71413. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71414. */
  71415. globalExposure: number;
  71416. private _highlightsHue;
  71417. private _highlightsDensity;
  71418. private _highlightsSaturation;
  71419. private _highlightsExposure;
  71420. /**
  71421. * Gets the highlights Hue value.
  71422. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71423. */
  71424. /**
  71425. * Sets the highlights Hue value.
  71426. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71427. */
  71428. highlightsHue: number;
  71429. /**
  71430. * Gets the highlights Density value.
  71431. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71432. * Values less than zero provide a filter of opposite hue.
  71433. */
  71434. /**
  71435. * Sets the highlights Density value.
  71436. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71437. * Values less than zero provide a filter of opposite hue.
  71438. */
  71439. highlightsDensity: number;
  71440. /**
  71441. * Gets the highlights Saturation value.
  71442. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71443. */
  71444. /**
  71445. * Sets the highlights Saturation value.
  71446. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71447. */
  71448. highlightsSaturation: number;
  71449. /**
  71450. * Gets the highlights Exposure value.
  71451. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71452. */
  71453. /**
  71454. * Sets the highlights Exposure value.
  71455. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71456. */
  71457. highlightsExposure: number;
  71458. private _midtonesHue;
  71459. private _midtonesDensity;
  71460. private _midtonesSaturation;
  71461. private _midtonesExposure;
  71462. /**
  71463. * Gets the midtones Hue value.
  71464. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71465. */
  71466. /**
  71467. * Sets the midtones Hue value.
  71468. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71469. */
  71470. midtonesHue: number;
  71471. /**
  71472. * Gets the midtones Density value.
  71473. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71474. * Values less than zero provide a filter of opposite hue.
  71475. */
  71476. /**
  71477. * Sets the midtones Density value.
  71478. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71479. * Values less than zero provide a filter of opposite hue.
  71480. */
  71481. midtonesDensity: number;
  71482. /**
  71483. * Gets the midtones Saturation value.
  71484. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71485. */
  71486. /**
  71487. * Sets the midtones Saturation value.
  71488. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71489. */
  71490. midtonesSaturation: number;
  71491. /**
  71492. * Gets the midtones Exposure value.
  71493. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71494. */
  71495. /**
  71496. * Sets the midtones Exposure value.
  71497. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71498. */
  71499. midtonesExposure: number;
  71500. private _shadowsHue;
  71501. private _shadowsDensity;
  71502. private _shadowsSaturation;
  71503. private _shadowsExposure;
  71504. /**
  71505. * Gets the shadows Hue value.
  71506. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71507. */
  71508. /**
  71509. * Sets the shadows Hue value.
  71510. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  71511. */
  71512. shadowsHue: number;
  71513. /**
  71514. * Gets the shadows Density value.
  71515. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71516. * Values less than zero provide a filter of opposite hue.
  71517. */
  71518. /**
  71519. * Sets the shadows Density value.
  71520. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  71521. * Values less than zero provide a filter of opposite hue.
  71522. */
  71523. shadowsDensity: number;
  71524. /**
  71525. * Gets the shadows Saturation value.
  71526. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71527. */
  71528. /**
  71529. * Sets the shadows Saturation value.
  71530. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  71531. */
  71532. shadowsSaturation: number;
  71533. /**
  71534. * Gets the shadows Exposure value.
  71535. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71536. */
  71537. /**
  71538. * Sets the shadows Exposure value.
  71539. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  71540. */
  71541. shadowsExposure: number;
  71542. /**
  71543. * Returns the class name
  71544. * @returns The class name
  71545. */
  71546. getClassName(): string;
  71547. /**
  71548. * Binds the color curves to the shader.
  71549. * @param colorCurves The color curve to bind
  71550. * @param effect The effect to bind to
  71551. * @param positiveUniform The positive uniform shader parameter
  71552. * @param neutralUniform The neutral uniform shader parameter
  71553. * @param negativeUniform The negative uniform shader parameter
  71554. */
  71555. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71556. /**
  71557. * Prepare the list of uniforms associated with the ColorCurves effects.
  71558. * @param uniformsList The list of uniforms used in the effect
  71559. */
  71560. static PrepareUniforms(uniformsList: string[]): void;
  71561. /**
  71562. * Returns color grading data based on a hue, density, saturation and exposure value.
  71563. * @param filterHue The hue of the color filter.
  71564. * @param filterDensity The density of the color filter.
  71565. * @param saturation The saturation.
  71566. * @param exposure The exposure.
  71567. * @param result The result data container.
  71568. */
  71569. private getColorGradingDataToRef;
  71570. /**
  71571. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71572. * @param value The input slider value in range [-100,100].
  71573. * @returns Adjusted value.
  71574. */
  71575. private static applyColorGradingSliderNonlinear;
  71576. /**
  71577. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71578. * @param hue The hue (H) input.
  71579. * @param saturation The saturation (S) input.
  71580. * @param brightness The brightness (B) input.
  71581. * @result An RGBA color represented as Vector4.
  71582. */
  71583. private static fromHSBToRef;
  71584. /**
  71585. * Returns a value clamped between min and max
  71586. * @param value The value to clamp
  71587. * @param min The minimum of value
  71588. * @param max The maximum of value
  71589. * @returns The clamped value.
  71590. */
  71591. private static clamp;
  71592. /**
  71593. * Clones the current color curve instance.
  71594. * @return The cloned curves
  71595. */
  71596. clone(): ColorCurves;
  71597. /**
  71598. * Serializes the current color curve instance to a json representation.
  71599. * @return a JSON representation
  71600. */
  71601. serialize(): any;
  71602. /**
  71603. * Parses the color curve from a json representation.
  71604. * @param source the JSON source to parse
  71605. * @return The parsed curves
  71606. */
  71607. static Parse(source: any): ColorCurves;
  71608. }
  71609. }
  71610. declare module BABYLON {
  71611. /**
  71612. * Interface to follow in your material defines to integrate easily the
  71613. * Image proccessing functions.
  71614. * @hidden
  71615. */
  71616. export interface IImageProcessingConfigurationDefines {
  71617. IMAGEPROCESSING: boolean;
  71618. VIGNETTE: boolean;
  71619. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71620. VIGNETTEBLENDMODEOPAQUE: boolean;
  71621. TONEMAPPING: boolean;
  71622. TONEMAPPING_ACES: boolean;
  71623. CONTRAST: boolean;
  71624. EXPOSURE: boolean;
  71625. COLORCURVES: boolean;
  71626. COLORGRADING: boolean;
  71627. COLORGRADING3D: boolean;
  71628. SAMPLER3DGREENDEPTH: boolean;
  71629. SAMPLER3DBGRMAP: boolean;
  71630. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71631. }
  71632. /**
  71633. * @hidden
  71634. */
  71635. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71636. IMAGEPROCESSING: boolean;
  71637. VIGNETTE: boolean;
  71638. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71639. VIGNETTEBLENDMODEOPAQUE: boolean;
  71640. TONEMAPPING: boolean;
  71641. TONEMAPPING_ACES: boolean;
  71642. CONTRAST: boolean;
  71643. COLORCURVES: boolean;
  71644. COLORGRADING: boolean;
  71645. COLORGRADING3D: boolean;
  71646. SAMPLER3DGREENDEPTH: boolean;
  71647. SAMPLER3DBGRMAP: boolean;
  71648. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71649. EXPOSURE: boolean;
  71650. constructor();
  71651. }
  71652. /**
  71653. * This groups together the common properties used for image processing either in direct forward pass
  71654. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71655. * or not.
  71656. */
  71657. export class ImageProcessingConfiguration {
  71658. /**
  71659. * Default tone mapping applied in BabylonJS.
  71660. */
  71661. static readonly TONEMAPPING_STANDARD: number;
  71662. /**
  71663. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71664. * to other engines rendering to increase portability.
  71665. */
  71666. static readonly TONEMAPPING_ACES: number;
  71667. /**
  71668. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71669. */
  71670. colorCurves: Nullable<ColorCurves>;
  71671. private _colorCurvesEnabled;
  71672. /**
  71673. * Gets wether the color curves effect is enabled.
  71674. */
  71675. /**
  71676. * Sets wether the color curves effect is enabled.
  71677. */
  71678. colorCurvesEnabled: boolean;
  71679. private _colorGradingTexture;
  71680. /**
  71681. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71682. */
  71683. /**
  71684. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71685. */
  71686. colorGradingTexture: Nullable<BaseTexture>;
  71687. private _colorGradingEnabled;
  71688. /**
  71689. * Gets wether the color grading effect is enabled.
  71690. */
  71691. /**
  71692. * Sets wether the color grading effect is enabled.
  71693. */
  71694. colorGradingEnabled: boolean;
  71695. private _colorGradingWithGreenDepth;
  71696. /**
  71697. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71698. */
  71699. /**
  71700. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71701. */
  71702. colorGradingWithGreenDepth: boolean;
  71703. private _colorGradingBGR;
  71704. /**
  71705. * Gets wether the color grading texture contains BGR values.
  71706. */
  71707. /**
  71708. * Sets wether the color grading texture contains BGR values.
  71709. */
  71710. colorGradingBGR: boolean;
  71711. /** @hidden */
  71712. _exposure: number;
  71713. /**
  71714. * Gets the Exposure used in the effect.
  71715. */
  71716. /**
  71717. * Sets the Exposure used in the effect.
  71718. */
  71719. exposure: number;
  71720. private _toneMappingEnabled;
  71721. /**
  71722. * Gets wether the tone mapping effect is enabled.
  71723. */
  71724. /**
  71725. * Sets wether the tone mapping effect is enabled.
  71726. */
  71727. toneMappingEnabled: boolean;
  71728. private _toneMappingType;
  71729. /**
  71730. * Gets the type of tone mapping effect.
  71731. */
  71732. /**
  71733. * Sets the type of tone mapping effect used in BabylonJS.
  71734. */
  71735. toneMappingType: number;
  71736. protected _contrast: number;
  71737. /**
  71738. * Gets the contrast used in the effect.
  71739. */
  71740. /**
  71741. * Sets the contrast used in the effect.
  71742. */
  71743. contrast: number;
  71744. /**
  71745. * Vignette stretch size.
  71746. */
  71747. vignetteStretch: number;
  71748. /**
  71749. * Vignette centre X Offset.
  71750. */
  71751. vignetteCentreX: number;
  71752. /**
  71753. * Vignette centre Y Offset.
  71754. */
  71755. vignetteCentreY: number;
  71756. /**
  71757. * Vignette weight or intensity of the vignette effect.
  71758. */
  71759. vignetteWeight: number;
  71760. /**
  71761. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  71762. * if vignetteEnabled is set to true.
  71763. */
  71764. vignetteColor: Color4;
  71765. /**
  71766. * Camera field of view used by the Vignette effect.
  71767. */
  71768. vignetteCameraFov: number;
  71769. private _vignetteBlendMode;
  71770. /**
  71771. * Gets the vignette blend mode allowing different kind of effect.
  71772. */
  71773. /**
  71774. * Sets the vignette blend mode allowing different kind of effect.
  71775. */
  71776. vignetteBlendMode: number;
  71777. private _vignetteEnabled;
  71778. /**
  71779. * Gets wether the vignette effect is enabled.
  71780. */
  71781. /**
  71782. * Sets wether the vignette effect is enabled.
  71783. */
  71784. vignetteEnabled: boolean;
  71785. private _applyByPostProcess;
  71786. /**
  71787. * Gets wether the image processing is applied through a post process or not.
  71788. */
  71789. /**
  71790. * Sets wether the image processing is applied through a post process or not.
  71791. */
  71792. applyByPostProcess: boolean;
  71793. private _isEnabled;
  71794. /**
  71795. * Gets wether the image processing is enabled or not.
  71796. */
  71797. /**
  71798. * Sets wether the image processing is enabled or not.
  71799. */
  71800. isEnabled: boolean;
  71801. /**
  71802. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  71803. */
  71804. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  71805. /**
  71806. * Method called each time the image processing information changes requires to recompile the effect.
  71807. */
  71808. protected _updateParameters(): void;
  71809. /**
  71810. * Gets the current class name.
  71811. * @return "ImageProcessingConfiguration"
  71812. */
  71813. getClassName(): string;
  71814. /**
  71815. * Prepare the list of uniforms associated with the Image Processing effects.
  71816. * @param uniforms The list of uniforms used in the effect
  71817. * @param defines the list of defines currently in use
  71818. */
  71819. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  71820. /**
  71821. * Prepare the list of samplers associated with the Image Processing effects.
  71822. * @param samplersList The list of uniforms used in the effect
  71823. * @param defines the list of defines currently in use
  71824. */
  71825. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  71826. /**
  71827. * Prepare the list of defines associated to the shader.
  71828. * @param defines the list of defines to complete
  71829. * @param forPostProcess Define if we are currently in post process mode or not
  71830. */
  71831. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  71832. /**
  71833. * Returns true if all the image processing information are ready.
  71834. * @returns True if ready, otherwise, false
  71835. */
  71836. isReady(): boolean;
  71837. /**
  71838. * Binds the image processing to the shader.
  71839. * @param effect The effect to bind to
  71840. * @param aspectRatio Define the current aspect ratio of the effect
  71841. */
  71842. bind(effect: Effect, aspectRatio?: number): void;
  71843. /**
  71844. * Clones the current image processing instance.
  71845. * @return The cloned image processing
  71846. */
  71847. clone(): ImageProcessingConfiguration;
  71848. /**
  71849. * Serializes the current image processing instance to a json representation.
  71850. * @return a JSON representation
  71851. */
  71852. serialize(): any;
  71853. /**
  71854. * Parses the image processing from a json representation.
  71855. * @param source the JSON source to parse
  71856. * @return The parsed image processing
  71857. */
  71858. static Parse(source: any): ImageProcessingConfiguration;
  71859. private static _VIGNETTEMODE_MULTIPLY;
  71860. private static _VIGNETTEMODE_OPAQUE;
  71861. /**
  71862. * Used to apply the vignette as a mix with the pixel color.
  71863. */
  71864. static readonly VIGNETTEMODE_MULTIPLY: number;
  71865. /**
  71866. * Used to apply the vignette as a replacement of the pixel color.
  71867. */
  71868. static readonly VIGNETTEMODE_OPAQUE: number;
  71869. }
  71870. }
  71871. declare module BABYLON {
  71872. /** @hidden */
  71873. export var postprocessVertexShader: {
  71874. name: string;
  71875. shader: string;
  71876. };
  71877. }
  71878. declare module BABYLON {
  71879. /** Defines supported spaces */
  71880. export enum Space {
  71881. /** Local (object) space */
  71882. LOCAL = 0,
  71883. /** World space */
  71884. WORLD = 1,
  71885. /** Bone space */
  71886. BONE = 2
  71887. }
  71888. /** Defines the 3 main axes */
  71889. export class Axis {
  71890. /** X axis */
  71891. static X: Vector3;
  71892. /** Y axis */
  71893. static Y: Vector3;
  71894. /** Z axis */
  71895. static Z: Vector3;
  71896. }
  71897. }
  71898. declare module BABYLON {
  71899. /**
  71900. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  71901. * This is the base of the follow, arc rotate cameras and Free camera
  71902. * @see http://doc.babylonjs.com/features/cameras
  71903. */
  71904. export class TargetCamera extends Camera {
  71905. private static _RigCamTransformMatrix;
  71906. private static _TargetTransformMatrix;
  71907. private static _TargetFocalPoint;
  71908. /**
  71909. * Define the current direction the camera is moving to
  71910. */
  71911. cameraDirection: Vector3;
  71912. /**
  71913. * Define the current rotation the camera is rotating to
  71914. */
  71915. cameraRotation: Vector2;
  71916. /**
  71917. * When set, the up vector of the camera will be updated by the rotation of the camera
  71918. */
  71919. updateUpVectorFromRotation: boolean;
  71920. private _tmpQuaternion;
  71921. /**
  71922. * Define the current rotation of the camera
  71923. */
  71924. rotation: Vector3;
  71925. /**
  71926. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  71927. */
  71928. rotationQuaternion: Quaternion;
  71929. /**
  71930. * Define the current speed of the camera
  71931. */
  71932. speed: number;
  71933. /**
  71934. * Add cconstraint to the camera to prevent it to move freely in all directions and
  71935. * around all axis.
  71936. */
  71937. noRotationConstraint: boolean;
  71938. /**
  71939. * Define the current target of the camera as an object or a position.
  71940. */
  71941. lockedTarget: any;
  71942. /** @hidden */
  71943. _currentTarget: Vector3;
  71944. /** @hidden */
  71945. _initialFocalDistance: number;
  71946. /** @hidden */
  71947. _viewMatrix: Matrix;
  71948. /** @hidden */
  71949. _camMatrix: Matrix;
  71950. /** @hidden */
  71951. _cameraTransformMatrix: Matrix;
  71952. /** @hidden */
  71953. _cameraRotationMatrix: Matrix;
  71954. /** @hidden */
  71955. _referencePoint: Vector3;
  71956. /** @hidden */
  71957. _transformedReferencePoint: Vector3;
  71958. protected _globalCurrentTarget: Vector3;
  71959. protected _globalCurrentUpVector: Vector3;
  71960. /** @hidden */
  71961. _reset: () => void;
  71962. private _defaultUp;
  71963. /**
  71964. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  71965. * This is the base of the follow, arc rotate cameras and Free camera
  71966. * @see http://doc.babylonjs.com/features/cameras
  71967. * @param name Defines the name of the camera in the scene
  71968. * @param position Defines the start position of the camera in the scene
  71969. * @param scene Defines the scene the camera belongs to
  71970. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  71971. */
  71972. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  71973. /**
  71974. * Gets the position in front of the camera at a given distance.
  71975. * @param distance The distance from the camera we want the position to be
  71976. * @returns the position
  71977. */
  71978. getFrontPosition(distance: number): Vector3;
  71979. /** @hidden */
  71980. _getLockedTargetPosition(): Nullable<Vector3>;
  71981. private _storedPosition;
  71982. private _storedRotation;
  71983. private _storedRotationQuaternion;
  71984. /**
  71985. * Store current camera state of the camera (fov, position, rotation, etc..)
  71986. * @returns the camera
  71987. */
  71988. storeState(): Camera;
  71989. /**
  71990. * Restored camera state. You must call storeState() first
  71991. * @returns whether it was successful or not
  71992. * @hidden
  71993. */
  71994. _restoreStateValues(): boolean;
  71995. /** @hidden */
  71996. _initCache(): void;
  71997. /** @hidden */
  71998. _updateCache(ignoreParentClass?: boolean): void;
  71999. /** @hidden */
  72000. _isSynchronizedViewMatrix(): boolean;
  72001. /** @hidden */
  72002. _computeLocalCameraSpeed(): number;
  72003. /**
  72004. * Defines the target the camera should look at.
  72005. * @param target Defines the new target as a Vector or a mesh
  72006. */
  72007. setTarget(target: Vector3): void;
  72008. /**
  72009. * Return the current target position of the camera. This value is expressed in local space.
  72010. * @returns the target position
  72011. */
  72012. getTarget(): Vector3;
  72013. /** @hidden */
  72014. _decideIfNeedsToMove(): boolean;
  72015. /** @hidden */
  72016. _updatePosition(): void;
  72017. /** @hidden */
  72018. _checkInputs(): void;
  72019. protected _updateCameraRotationMatrix(): void;
  72020. /**
  72021. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  72022. * @returns the current camera
  72023. */
  72024. private _rotateUpVectorWithCameraRotationMatrix;
  72025. private _cachedRotationZ;
  72026. private _cachedQuaternionRotationZ;
  72027. /** @hidden */
  72028. _getViewMatrix(): Matrix;
  72029. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72030. /**
  72031. * @hidden
  72032. */
  72033. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72034. /**
  72035. * @hidden
  72036. */
  72037. _updateRigCameras(): void;
  72038. private _getRigCamPositionAndTarget;
  72039. /**
  72040. * Gets the current object class name.
  72041. * @return the class name
  72042. */
  72043. getClassName(): string;
  72044. }
  72045. }
  72046. declare module BABYLON {
  72047. /**
  72048. * Gather the list of keyboard event types as constants.
  72049. */
  72050. export class KeyboardEventTypes {
  72051. /**
  72052. * The keydown event is fired when a key becomes active (pressed).
  72053. */
  72054. static readonly KEYDOWN: number;
  72055. /**
  72056. * The keyup event is fired when a key has been released.
  72057. */
  72058. static readonly KEYUP: number;
  72059. }
  72060. /**
  72061. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72062. */
  72063. export class KeyboardInfo {
  72064. /**
  72065. * Defines the type of event (KeyboardEventTypes)
  72066. */
  72067. type: number;
  72068. /**
  72069. * Defines the related dom event
  72070. */
  72071. event: KeyboardEvent;
  72072. /**
  72073. * Instantiates a new keyboard info.
  72074. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72075. * @param type Defines the type of event (KeyboardEventTypes)
  72076. * @param event Defines the related dom event
  72077. */
  72078. constructor(
  72079. /**
  72080. * Defines the type of event (KeyboardEventTypes)
  72081. */
  72082. type: number,
  72083. /**
  72084. * Defines the related dom event
  72085. */
  72086. event: KeyboardEvent);
  72087. }
  72088. /**
  72089. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72090. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72091. */
  72092. export class KeyboardInfoPre extends KeyboardInfo {
  72093. /**
  72094. * Defines the type of event (KeyboardEventTypes)
  72095. */
  72096. type: number;
  72097. /**
  72098. * Defines the related dom event
  72099. */
  72100. event: KeyboardEvent;
  72101. /**
  72102. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72103. */
  72104. skipOnPointerObservable: boolean;
  72105. /**
  72106. * Instantiates a new keyboard pre info.
  72107. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72108. * @param type Defines the type of event (KeyboardEventTypes)
  72109. * @param event Defines the related dom event
  72110. */
  72111. constructor(
  72112. /**
  72113. * Defines the type of event (KeyboardEventTypes)
  72114. */
  72115. type: number,
  72116. /**
  72117. * Defines the related dom event
  72118. */
  72119. event: KeyboardEvent);
  72120. }
  72121. }
  72122. declare module BABYLON {
  72123. /**
  72124. * Manage the keyboard inputs to control the movement of a free camera.
  72125. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72126. */
  72127. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72128. /**
  72129. * Defines the camera the input is attached to.
  72130. */
  72131. camera: FreeCamera;
  72132. /**
  72133. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72134. */
  72135. keysUp: number[];
  72136. /**
  72137. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72138. */
  72139. keysDown: number[];
  72140. /**
  72141. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72142. */
  72143. keysLeft: number[];
  72144. /**
  72145. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72146. */
  72147. keysRight: number[];
  72148. private _keys;
  72149. private _onCanvasBlurObserver;
  72150. private _onKeyboardObserver;
  72151. private _engine;
  72152. private _scene;
  72153. /**
  72154. * Attach the input controls to a specific dom element to get the input from.
  72155. * @param element Defines the element the controls should be listened from
  72156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72157. */
  72158. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72159. /**
  72160. * Detach the current controls from the specified dom element.
  72161. * @param element Defines the element to stop listening the inputs from
  72162. */
  72163. detachControl(element: Nullable<HTMLElement>): void;
  72164. /**
  72165. * Update the current camera state depending on the inputs that have been used this frame.
  72166. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72167. */
  72168. checkInputs(): void;
  72169. /**
  72170. * Gets the class name of the current intput.
  72171. * @returns the class name
  72172. */
  72173. getClassName(): string;
  72174. /** @hidden */
  72175. _onLostFocus(): void;
  72176. /**
  72177. * Get the friendly name associated with the input class.
  72178. * @returns the input friendly name
  72179. */
  72180. getSimpleName(): string;
  72181. }
  72182. }
  72183. declare module BABYLON {
  72184. /**
  72185. * Interface describing all the common properties and methods a shadow light needs to implement.
  72186. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72187. * as well as binding the different shadow properties to the effects.
  72188. */
  72189. export interface IShadowLight extends Light {
  72190. /**
  72191. * The light id in the scene (used in scene.findLighById for instance)
  72192. */
  72193. id: string;
  72194. /**
  72195. * The position the shdow will be casted from.
  72196. */
  72197. position: Vector3;
  72198. /**
  72199. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72200. */
  72201. direction: Vector3;
  72202. /**
  72203. * The transformed position. Position of the light in world space taking parenting in account.
  72204. */
  72205. transformedPosition: Vector3;
  72206. /**
  72207. * The transformed direction. Direction of the light in world space taking parenting in account.
  72208. */
  72209. transformedDirection: Vector3;
  72210. /**
  72211. * The friendly name of the light in the scene.
  72212. */
  72213. name: string;
  72214. /**
  72215. * Defines the shadow projection clipping minimum z value.
  72216. */
  72217. shadowMinZ: number;
  72218. /**
  72219. * Defines the shadow projection clipping maximum z value.
  72220. */
  72221. shadowMaxZ: number;
  72222. /**
  72223. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72224. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72225. */
  72226. computeTransformedInformation(): boolean;
  72227. /**
  72228. * Gets the scene the light belongs to.
  72229. * @returns The scene
  72230. */
  72231. getScene(): Scene;
  72232. /**
  72233. * Callback defining a custom Projection Matrix Builder.
  72234. * This can be used to override the default projection matrix computation.
  72235. */
  72236. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72237. /**
  72238. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72239. * @param matrix The materix to updated with the projection information
  72240. * @param viewMatrix The transform matrix of the light
  72241. * @param renderList The list of mesh to render in the map
  72242. * @returns The current light
  72243. */
  72244. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72245. /**
  72246. * Gets the current depth scale used in ESM.
  72247. * @returns The scale
  72248. */
  72249. getDepthScale(): number;
  72250. /**
  72251. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72252. * @returns true if a cube texture needs to be use
  72253. */
  72254. needCube(): boolean;
  72255. /**
  72256. * Detects if the projection matrix requires to be recomputed this frame.
  72257. * @returns true if it requires to be recomputed otherwise, false.
  72258. */
  72259. needProjectionMatrixCompute(): boolean;
  72260. /**
  72261. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72262. */
  72263. forceProjectionMatrixCompute(): void;
  72264. /**
  72265. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72266. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72267. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72268. */
  72269. getShadowDirection(faceIndex?: number): Vector3;
  72270. /**
  72271. * Gets the minZ used for shadow according to both the scene and the light.
  72272. * @param activeCamera The camera we are returning the min for
  72273. * @returns the depth min z
  72274. */
  72275. getDepthMinZ(activeCamera: Camera): number;
  72276. /**
  72277. * Gets the maxZ used for shadow according to both the scene and the light.
  72278. * @param activeCamera The camera we are returning the max for
  72279. * @returns the depth max z
  72280. */
  72281. getDepthMaxZ(activeCamera: Camera): number;
  72282. }
  72283. /**
  72284. * Base implementation IShadowLight
  72285. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72286. */
  72287. export abstract class ShadowLight extends Light implements IShadowLight {
  72288. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72289. protected _position: Vector3;
  72290. protected _setPosition(value: Vector3): void;
  72291. /**
  72292. * Sets the position the shadow will be casted from. Also use as the light position for both
  72293. * point and spot lights.
  72294. */
  72295. /**
  72296. * Sets the position the shadow will be casted from. Also use as the light position for both
  72297. * point and spot lights.
  72298. */
  72299. position: Vector3;
  72300. protected _direction: Vector3;
  72301. protected _setDirection(value: Vector3): void;
  72302. /**
  72303. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72304. * Also use as the light direction on spot and directional lights.
  72305. */
  72306. /**
  72307. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72308. * Also use as the light direction on spot and directional lights.
  72309. */
  72310. direction: Vector3;
  72311. private _shadowMinZ;
  72312. /**
  72313. * Gets the shadow projection clipping minimum z value.
  72314. */
  72315. /**
  72316. * Sets the shadow projection clipping minimum z value.
  72317. */
  72318. shadowMinZ: number;
  72319. private _shadowMaxZ;
  72320. /**
  72321. * Sets the shadow projection clipping maximum z value.
  72322. */
  72323. /**
  72324. * Gets the shadow projection clipping maximum z value.
  72325. */
  72326. shadowMaxZ: number;
  72327. /**
  72328. * Callback defining a custom Projection Matrix Builder.
  72329. * This can be used to override the default projection matrix computation.
  72330. */
  72331. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72332. /**
  72333. * The transformed position. Position of the light in world space taking parenting in account.
  72334. */
  72335. transformedPosition: Vector3;
  72336. /**
  72337. * The transformed direction. Direction of the light in world space taking parenting in account.
  72338. */
  72339. transformedDirection: Vector3;
  72340. private _needProjectionMatrixCompute;
  72341. /**
  72342. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72343. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72344. */
  72345. computeTransformedInformation(): boolean;
  72346. /**
  72347. * Return the depth scale used for the shadow map.
  72348. * @returns the depth scale.
  72349. */
  72350. getDepthScale(): number;
  72351. /**
  72352. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72353. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72354. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72355. */
  72356. getShadowDirection(faceIndex?: number): Vector3;
  72357. /**
  72358. * Returns the ShadowLight absolute position in the World.
  72359. * @returns the position vector in world space
  72360. */
  72361. getAbsolutePosition(): Vector3;
  72362. /**
  72363. * Sets the ShadowLight direction toward the passed target.
  72364. * @param target The point to target in local space
  72365. * @returns the updated ShadowLight direction
  72366. */
  72367. setDirectionToTarget(target: Vector3): Vector3;
  72368. /**
  72369. * Returns the light rotation in euler definition.
  72370. * @returns the x y z rotation in local space.
  72371. */
  72372. getRotation(): Vector3;
  72373. /**
  72374. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72375. * @returns true if a cube texture needs to be use
  72376. */
  72377. needCube(): boolean;
  72378. /**
  72379. * Detects if the projection matrix requires to be recomputed this frame.
  72380. * @returns true if it requires to be recomputed otherwise, false.
  72381. */
  72382. needProjectionMatrixCompute(): boolean;
  72383. /**
  72384. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72385. */
  72386. forceProjectionMatrixCompute(): void;
  72387. /** @hidden */
  72388. _initCache(): void;
  72389. /** @hidden */
  72390. _isSynchronized(): boolean;
  72391. /**
  72392. * Computes the world matrix of the node
  72393. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72394. * @returns the world matrix
  72395. */
  72396. computeWorldMatrix(force?: boolean): Matrix;
  72397. /**
  72398. * Gets the minZ used for shadow according to both the scene and the light.
  72399. * @param activeCamera The camera we are returning the min for
  72400. * @returns the depth min z
  72401. */
  72402. getDepthMinZ(activeCamera: Camera): number;
  72403. /**
  72404. * Gets the maxZ used for shadow according to both the scene and the light.
  72405. * @param activeCamera The camera we are returning the max for
  72406. * @returns the depth max z
  72407. */
  72408. getDepthMaxZ(activeCamera: Camera): number;
  72409. /**
  72410. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72411. * @param matrix The materix to updated with the projection information
  72412. * @param viewMatrix The transform matrix of the light
  72413. * @param renderList The list of mesh to render in the map
  72414. * @returns The current light
  72415. */
  72416. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72417. }
  72418. }
  72419. declare module BABYLON {
  72420. /**
  72421. * "Static Class" containing the most commonly used helper while dealing with material for
  72422. * rendering purpose.
  72423. *
  72424. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72425. *
  72426. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72427. */
  72428. export class MaterialHelper {
  72429. /**
  72430. * Bind the current view position to an effect.
  72431. * @param effect The effect to be bound
  72432. * @param scene The scene the eyes position is used from
  72433. */
  72434. static BindEyePosition(effect: Effect, scene: Scene): void;
  72435. /**
  72436. * Helps preparing the defines values about the UVs in used in the effect.
  72437. * UVs are shared as much as we can accross channels in the shaders.
  72438. * @param texture The texture we are preparing the UVs for
  72439. * @param defines The defines to update
  72440. * @param key The channel key "diffuse", "specular"... used in the shader
  72441. */
  72442. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72443. /**
  72444. * Binds a texture matrix value to its corrsponding uniform
  72445. * @param texture The texture to bind the matrix for
  72446. * @param uniformBuffer The uniform buffer receivin the data
  72447. * @param key The channel key "diffuse", "specular"... used in the shader
  72448. */
  72449. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72450. /**
  72451. * Gets the current status of the fog (should it be enabled?)
  72452. * @param mesh defines the mesh to evaluate for fog support
  72453. * @param scene defines the hosting scene
  72454. * @returns true if fog must be enabled
  72455. */
  72456. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72457. /**
  72458. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72459. * @param mesh defines the current mesh
  72460. * @param scene defines the current scene
  72461. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72462. * @param pointsCloud defines if point cloud rendering has to be turned on
  72463. * @param fogEnabled defines if fog has to be turned on
  72464. * @param alphaTest defines if alpha testing has to be turned on
  72465. * @param defines defines the current list of defines
  72466. */
  72467. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72468. /**
  72469. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72470. * @param scene defines the current scene
  72471. * @param engine defines the current engine
  72472. * @param defines specifies the list of active defines
  72473. * @param useInstances defines if instances have to be turned on
  72474. * @param useClipPlane defines if clip plane have to be turned on
  72475. */
  72476. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72477. /**
  72478. * Prepares the defines for bones
  72479. * @param mesh The mesh containing the geometry data we will draw
  72480. * @param defines The defines to update
  72481. */
  72482. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72483. /**
  72484. * Prepares the defines for morph targets
  72485. * @param mesh The mesh containing the geometry data we will draw
  72486. * @param defines The defines to update
  72487. */
  72488. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72489. /**
  72490. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72491. * @param mesh The mesh containing the geometry data we will draw
  72492. * @param defines The defines to update
  72493. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72494. * @param useBones Precise whether bones should be used or not (override mesh info)
  72495. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72496. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72497. * @returns false if defines are considered not dirty and have not been checked
  72498. */
  72499. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72500. /**
  72501. * Prepares the defines related to multiview
  72502. * @param scene The scene we are intending to draw
  72503. * @param defines The defines to update
  72504. */
  72505. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72506. /**
  72507. * Prepares the defines related to the light information passed in parameter
  72508. * @param scene The scene we are intending to draw
  72509. * @param mesh The mesh the effect is compiling for
  72510. * @param light The light the effect is compiling for
  72511. * @param lightIndex The index of the light
  72512. * @param defines The defines to update
  72513. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72514. * @param state Defines the current state regarding what is needed (normals, etc...)
  72515. */
  72516. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72517. needNormals: boolean;
  72518. needRebuild: boolean;
  72519. shadowEnabled: boolean;
  72520. specularEnabled: boolean;
  72521. lightmapMode: boolean;
  72522. }): void;
  72523. /**
  72524. * Prepares the defines related to the light information passed in parameter
  72525. * @param scene The scene we are intending to draw
  72526. * @param mesh The mesh the effect is compiling for
  72527. * @param defines The defines to update
  72528. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72529. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72530. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72531. * @returns true if normals will be required for the rest of the effect
  72532. */
  72533. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72534. /**
  72535. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72536. * @param lightIndex defines the light index
  72537. * @param uniformsList The uniform list
  72538. * @param samplersList The sampler list
  72539. * @param projectedLightTexture defines if projected texture must be used
  72540. * @param uniformBuffersList defines an optional list of uniform buffers
  72541. */
  72542. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72543. /**
  72544. * Prepares the uniforms and samplers list to be used in the effect
  72545. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72546. * @param samplersList The sampler list
  72547. * @param defines The defines helping in the list generation
  72548. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72549. */
  72550. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72551. /**
  72552. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72553. * @param defines The defines to update while falling back
  72554. * @param fallbacks The authorized effect fallbacks
  72555. * @param maxSimultaneousLights The maximum number of lights allowed
  72556. * @param rank the current rank of the Effect
  72557. * @returns The newly affected rank
  72558. */
  72559. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72560. private static _TmpMorphInfluencers;
  72561. /**
  72562. * Prepares the list of attributes required for morph targets according to the effect defines.
  72563. * @param attribs The current list of supported attribs
  72564. * @param mesh The mesh to prepare the morph targets attributes for
  72565. * @param influencers The number of influencers
  72566. */
  72567. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72568. /**
  72569. * Prepares the list of attributes required for morph targets according to the effect defines.
  72570. * @param attribs The current list of supported attribs
  72571. * @param mesh The mesh to prepare the morph targets attributes for
  72572. * @param defines The current Defines of the effect
  72573. */
  72574. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72575. /**
  72576. * Prepares the list of attributes required for bones according to the effect defines.
  72577. * @param attribs The current list of supported attribs
  72578. * @param mesh The mesh to prepare the bones attributes for
  72579. * @param defines The current Defines of the effect
  72580. * @param fallbacks The current efffect fallback strategy
  72581. */
  72582. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72583. /**
  72584. * Check and prepare the list of attributes required for instances according to the effect defines.
  72585. * @param attribs The current list of supported attribs
  72586. * @param defines The current MaterialDefines of the effect
  72587. */
  72588. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72589. /**
  72590. * Add the list of attributes required for instances to the attribs array.
  72591. * @param attribs The current list of supported attribs
  72592. */
  72593. static PushAttributesForInstances(attribs: string[]): void;
  72594. /**
  72595. * Binds the light shadow information to the effect for the given mesh.
  72596. * @param light The light containing the generator
  72597. * @param scene The scene the lights belongs to
  72598. * @param mesh The mesh we are binding the information to render
  72599. * @param lightIndex The light index in the effect used to render the mesh
  72600. * @param effect The effect we are binding the data to
  72601. */
  72602. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72603. /**
  72604. * Binds the light information to the effect.
  72605. * @param light The light containing the generator
  72606. * @param effect The effect we are binding the data to
  72607. * @param lightIndex The light index in the effect used to render
  72608. */
  72609. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72610. /**
  72611. * Binds the lights information from the scene to the effect for the given mesh.
  72612. * @param light Light to bind
  72613. * @param lightIndex Light index
  72614. * @param scene The scene where the light belongs to
  72615. * @param mesh The mesh we are binding the information to render
  72616. * @param effect The effect we are binding the data to
  72617. * @param useSpecular Defines if specular is supported
  72618. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72619. */
  72620. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72621. /**
  72622. * Binds the lights information from the scene to the effect for the given mesh.
  72623. * @param scene The scene the lights belongs to
  72624. * @param mesh The mesh we are binding the information to render
  72625. * @param effect The effect we are binding the data to
  72626. * @param defines The generated defines for the effect
  72627. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72628. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72629. */
  72630. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72631. private static _tempFogColor;
  72632. /**
  72633. * Binds the fog information from the scene to the effect for the given mesh.
  72634. * @param scene The scene the lights belongs to
  72635. * @param mesh The mesh we are binding the information to render
  72636. * @param effect The effect we are binding the data to
  72637. * @param linearSpace Defines if the fog effect is applied in linear space
  72638. */
  72639. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72640. /**
  72641. * Binds the bones information from the mesh to the effect.
  72642. * @param mesh The mesh we are binding the information to render
  72643. * @param effect The effect we are binding the data to
  72644. */
  72645. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72646. /**
  72647. * Binds the morph targets information from the mesh to the effect.
  72648. * @param abstractMesh The mesh we are binding the information to render
  72649. * @param effect The effect we are binding the data to
  72650. */
  72651. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72652. /**
  72653. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72654. * @param defines The generated defines used in the effect
  72655. * @param effect The effect we are binding the data to
  72656. * @param scene The scene we are willing to render with logarithmic scale for
  72657. */
  72658. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72659. /**
  72660. * Binds the clip plane information from the scene to the effect.
  72661. * @param scene The scene the clip plane information are extracted from
  72662. * @param effect The effect we are binding the data to
  72663. */
  72664. static BindClipPlane(effect: Effect, scene: Scene): void;
  72665. }
  72666. }
  72667. declare module BABYLON {
  72668. /** @hidden */
  72669. export var packingFunctions: {
  72670. name: string;
  72671. shader: string;
  72672. };
  72673. }
  72674. declare module BABYLON {
  72675. /** @hidden */
  72676. export var shadowMapPixelShader: {
  72677. name: string;
  72678. shader: string;
  72679. };
  72680. }
  72681. declare module BABYLON {
  72682. /** @hidden */
  72683. export var bonesDeclaration: {
  72684. name: string;
  72685. shader: string;
  72686. };
  72687. }
  72688. declare module BABYLON {
  72689. /** @hidden */
  72690. export var morphTargetsVertexGlobalDeclaration: {
  72691. name: string;
  72692. shader: string;
  72693. };
  72694. }
  72695. declare module BABYLON {
  72696. /** @hidden */
  72697. export var morphTargetsVertexDeclaration: {
  72698. name: string;
  72699. shader: string;
  72700. };
  72701. }
  72702. declare module BABYLON {
  72703. /** @hidden */
  72704. export var instancesDeclaration: {
  72705. name: string;
  72706. shader: string;
  72707. };
  72708. }
  72709. declare module BABYLON {
  72710. /** @hidden */
  72711. export var helperFunctions: {
  72712. name: string;
  72713. shader: string;
  72714. };
  72715. }
  72716. declare module BABYLON {
  72717. /** @hidden */
  72718. export var morphTargetsVertex: {
  72719. name: string;
  72720. shader: string;
  72721. };
  72722. }
  72723. declare module BABYLON {
  72724. /** @hidden */
  72725. export var instancesVertex: {
  72726. name: string;
  72727. shader: string;
  72728. };
  72729. }
  72730. declare module BABYLON {
  72731. /** @hidden */
  72732. export var bonesVertex: {
  72733. name: string;
  72734. shader: string;
  72735. };
  72736. }
  72737. declare module BABYLON {
  72738. /** @hidden */
  72739. export var shadowMapVertexShader: {
  72740. name: string;
  72741. shader: string;
  72742. };
  72743. }
  72744. declare module BABYLON {
  72745. /** @hidden */
  72746. export var depthBoxBlurPixelShader: {
  72747. name: string;
  72748. shader: string;
  72749. };
  72750. }
  72751. declare module BABYLON {
  72752. /**
  72753. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72754. */
  72755. export interface ICustomShaderOptions {
  72756. /**
  72757. * Gets or sets the custom shader name to use
  72758. */
  72759. shaderName: string;
  72760. /**
  72761. * The list of attribute names used in the shader
  72762. */
  72763. attributes?: string[];
  72764. /**
  72765. * The list of unifrom names used in the shader
  72766. */
  72767. uniforms?: string[];
  72768. /**
  72769. * The list of sampler names used in the shader
  72770. */
  72771. samplers?: string[];
  72772. /**
  72773. * The list of defines used in the shader
  72774. */
  72775. defines?: string[];
  72776. }
  72777. /**
  72778. * Interface to implement to create a shadow generator compatible with BJS.
  72779. */
  72780. export interface IShadowGenerator {
  72781. /**
  72782. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  72783. * @returns The render target texture if present otherwise, null
  72784. */
  72785. getShadowMap(): Nullable<RenderTargetTexture>;
  72786. /**
  72787. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  72788. * @returns The render target texture if the shadow map is present otherwise, null
  72789. */
  72790. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  72791. /**
  72792. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  72793. * @param subMesh The submesh we want to render in the shadow map
  72794. * @param useInstances Defines wether will draw in the map using instances
  72795. * @returns true if ready otherwise, false
  72796. */
  72797. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  72798. /**
  72799. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  72800. * @param defines Defines of the material we want to update
  72801. * @param lightIndex Index of the light in the enabled light list of the material
  72802. */
  72803. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  72804. /**
  72805. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  72806. * defined in the generator but impacting the effect).
  72807. * It implies the unifroms available on the materials are the standard BJS ones.
  72808. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  72809. * @param effect The effect we are binfing the information for
  72810. */
  72811. bindShadowLight(lightIndex: string, effect: Effect): void;
  72812. /**
  72813. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  72814. * (eq to shadow prjection matrix * light transform matrix)
  72815. * @returns The transform matrix used to create the shadow map
  72816. */
  72817. getTransformMatrix(): Matrix;
  72818. /**
  72819. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  72820. * Cube and 2D textures for instance.
  72821. */
  72822. recreateShadowMap(): void;
  72823. /**
  72824. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72825. * @param onCompiled Callback triggered at the and of the effects compilation
  72826. * @param options Sets of optional options forcing the compilation with different modes
  72827. */
  72828. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  72829. useInstances: boolean;
  72830. }>): void;
  72831. /**
  72832. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  72833. * @param options Sets of optional options forcing the compilation with different modes
  72834. * @returns A promise that resolves when the compilation completes
  72835. */
  72836. forceCompilationAsync(options?: Partial<{
  72837. useInstances: boolean;
  72838. }>): Promise<void>;
  72839. /**
  72840. * Serializes the shadow generator setup to a json object.
  72841. * @returns The serialized JSON object
  72842. */
  72843. serialize(): any;
  72844. /**
  72845. * Disposes the Shadow map and related Textures and effects.
  72846. */
  72847. dispose(): void;
  72848. }
  72849. /**
  72850. * Default implementation IShadowGenerator.
  72851. * This is the main object responsible of generating shadows in the framework.
  72852. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  72853. */
  72854. export class ShadowGenerator implements IShadowGenerator {
  72855. /**
  72856. * Shadow generator mode None: no filtering applied.
  72857. */
  72858. static readonly FILTER_NONE: number;
  72859. /**
  72860. * Shadow generator mode ESM: Exponential Shadow Mapping.
  72861. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72862. */
  72863. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  72864. /**
  72865. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  72866. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  72867. */
  72868. static readonly FILTER_POISSONSAMPLING: number;
  72869. /**
  72870. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  72871. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72872. */
  72873. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  72874. /**
  72875. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  72876. * edge artifacts on steep falloff.
  72877. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72878. */
  72879. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  72880. /**
  72881. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  72882. * edge artifacts on steep falloff.
  72883. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  72884. */
  72885. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  72886. /**
  72887. * Shadow generator mode PCF: Percentage Closer Filtering
  72888. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72889. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  72890. */
  72891. static readonly FILTER_PCF: number;
  72892. /**
  72893. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  72894. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  72895. * Contact Hardening
  72896. */
  72897. static readonly FILTER_PCSS: number;
  72898. /**
  72899. * Reserved for PCF and PCSS
  72900. * Highest Quality.
  72901. *
  72902. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  72903. *
  72904. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  72905. */
  72906. static readonly QUALITY_HIGH: number;
  72907. /**
  72908. * Reserved for PCF and PCSS
  72909. * Good tradeoff for quality/perf cross devices
  72910. *
  72911. * Execute PCF on a 3*3 kernel.
  72912. *
  72913. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  72914. */
  72915. static readonly QUALITY_MEDIUM: number;
  72916. /**
  72917. * Reserved for PCF and PCSS
  72918. * The lowest quality but the fastest.
  72919. *
  72920. * Execute PCF on a 1*1 kernel.
  72921. *
  72922. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  72923. */
  72924. static readonly QUALITY_LOW: number;
  72925. /** Gets or sets the custom shader name to use */
  72926. customShaderOptions: ICustomShaderOptions;
  72927. /**
  72928. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  72929. */
  72930. onBeforeShadowMapRenderObservable: Observable<Effect>;
  72931. /**
  72932. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  72933. */
  72934. onAfterShadowMapRenderObservable: Observable<Effect>;
  72935. /**
  72936. * Observable triggered before a mesh is rendered in the shadow map.
  72937. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  72938. */
  72939. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  72940. /**
  72941. * Observable triggered after a mesh is rendered in the shadow map.
  72942. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  72943. */
  72944. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  72945. private _bias;
  72946. /**
  72947. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  72948. */
  72949. /**
  72950. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  72951. */
  72952. bias: number;
  72953. private _normalBias;
  72954. /**
  72955. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72956. */
  72957. /**
  72958. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  72959. */
  72960. normalBias: number;
  72961. private _blurBoxOffset;
  72962. /**
  72963. * Gets the blur box offset: offset applied during the blur pass.
  72964. * Only useful if useKernelBlur = false
  72965. */
  72966. /**
  72967. * Sets the blur box offset: offset applied during the blur pass.
  72968. * Only useful if useKernelBlur = false
  72969. */
  72970. blurBoxOffset: number;
  72971. private _blurScale;
  72972. /**
  72973. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  72974. * 2 means half of the size.
  72975. */
  72976. /**
  72977. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  72978. * 2 means half of the size.
  72979. */
  72980. blurScale: number;
  72981. private _blurKernel;
  72982. /**
  72983. * Gets the blur kernel: kernel size of the blur pass.
  72984. * Only useful if useKernelBlur = true
  72985. */
  72986. /**
  72987. * Sets the blur kernel: kernel size of the blur pass.
  72988. * Only useful if useKernelBlur = true
  72989. */
  72990. blurKernel: number;
  72991. private _useKernelBlur;
  72992. /**
  72993. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  72994. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72995. */
  72996. /**
  72997. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  72998. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  72999. */
  73000. useKernelBlur: boolean;
  73001. private _depthScale;
  73002. /**
  73003. * Gets the depth scale used in ESM mode.
  73004. */
  73005. /**
  73006. * Sets the depth scale used in ESM mode.
  73007. * This can override the scale stored on the light.
  73008. */
  73009. depthScale: number;
  73010. private _filter;
  73011. /**
  73012. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73013. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73014. */
  73015. /**
  73016. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73017. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73018. */
  73019. filter: number;
  73020. /**
  73021. * Gets if the current filter is set to Poisson Sampling.
  73022. */
  73023. /**
  73024. * Sets the current filter to Poisson Sampling.
  73025. */
  73026. usePoissonSampling: boolean;
  73027. /**
  73028. * Gets if the current filter is set to ESM.
  73029. */
  73030. /**
  73031. * Sets the current filter is to ESM.
  73032. */
  73033. useExponentialShadowMap: boolean;
  73034. /**
  73035. * Gets if the current filter is set to filtered ESM.
  73036. */
  73037. /**
  73038. * Gets if the current filter is set to filtered ESM.
  73039. */
  73040. useBlurExponentialShadowMap: boolean;
  73041. /**
  73042. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73043. * exponential to prevent steep falloff artifacts).
  73044. */
  73045. /**
  73046. * Sets the current filter to "close ESM" (using the inverse of the
  73047. * exponential to prevent steep falloff artifacts).
  73048. */
  73049. useCloseExponentialShadowMap: boolean;
  73050. /**
  73051. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73052. * exponential to prevent steep falloff artifacts).
  73053. */
  73054. /**
  73055. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73056. * exponential to prevent steep falloff artifacts).
  73057. */
  73058. useBlurCloseExponentialShadowMap: boolean;
  73059. /**
  73060. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73061. */
  73062. /**
  73063. * Sets the current filter to "PCF" (percentage closer filtering).
  73064. */
  73065. usePercentageCloserFiltering: boolean;
  73066. private _filteringQuality;
  73067. /**
  73068. * Gets the PCF or PCSS Quality.
  73069. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73070. */
  73071. /**
  73072. * Sets the PCF or PCSS Quality.
  73073. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73074. */
  73075. filteringQuality: number;
  73076. /**
  73077. * Gets if the current filter is set to "PCSS" (contact hardening).
  73078. */
  73079. /**
  73080. * Sets the current filter to "PCSS" (contact hardening).
  73081. */
  73082. useContactHardeningShadow: boolean;
  73083. private _contactHardeningLightSizeUVRatio;
  73084. /**
  73085. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73086. * Using a ratio helps keeping shape stability independently of the map size.
  73087. *
  73088. * It does not account for the light projection as it was having too much
  73089. * instability during the light setup or during light position changes.
  73090. *
  73091. * Only valid if useContactHardeningShadow is true.
  73092. */
  73093. /**
  73094. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73095. * Using a ratio helps keeping shape stability independently of the map size.
  73096. *
  73097. * It does not account for the light projection as it was having too much
  73098. * instability during the light setup or during light position changes.
  73099. *
  73100. * Only valid if useContactHardeningShadow is true.
  73101. */
  73102. contactHardeningLightSizeUVRatio: number;
  73103. private _darkness;
  73104. /** Gets or sets the actual darkness of a shadow */
  73105. darkness: number;
  73106. /**
  73107. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73108. * 0 means strongest and 1 would means no shadow.
  73109. * @returns the darkness.
  73110. */
  73111. getDarkness(): number;
  73112. /**
  73113. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73114. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73115. * @returns the shadow generator allowing fluent coding.
  73116. */
  73117. setDarkness(darkness: number): ShadowGenerator;
  73118. private _transparencyShadow;
  73119. /** Gets or sets the ability to have transparent shadow */
  73120. transparencyShadow: boolean;
  73121. /**
  73122. * Sets the ability to have transparent shadow (boolean).
  73123. * @param transparent True if transparent else False
  73124. * @returns the shadow generator allowing fluent coding
  73125. */
  73126. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73127. private _shadowMap;
  73128. private _shadowMap2;
  73129. /**
  73130. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73131. * @returns The render target texture if present otherwise, null
  73132. */
  73133. getShadowMap(): Nullable<RenderTargetTexture>;
  73134. /**
  73135. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73136. * @returns The render target texture if the shadow map is present otherwise, null
  73137. */
  73138. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73139. /**
  73140. * Gets the class name of that object
  73141. * @returns "ShadowGenerator"
  73142. */
  73143. getClassName(): string;
  73144. /**
  73145. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73146. * @param mesh Mesh to add
  73147. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73148. * @returns the Shadow Generator itself
  73149. */
  73150. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73151. /**
  73152. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73153. * @param mesh Mesh to remove
  73154. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73155. * @returns the Shadow Generator itself
  73156. */
  73157. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73158. /**
  73159. * Controls the extent to which the shadows fade out at the edge of the frustum
  73160. * Used only by directionals and spots
  73161. */
  73162. frustumEdgeFalloff: number;
  73163. private _light;
  73164. /**
  73165. * Returns the associated light object.
  73166. * @returns the light generating the shadow
  73167. */
  73168. getLight(): IShadowLight;
  73169. /**
  73170. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73171. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73172. * It might on the other hand introduce peter panning.
  73173. */
  73174. forceBackFacesOnly: boolean;
  73175. private _scene;
  73176. private _lightDirection;
  73177. private _effect;
  73178. private _viewMatrix;
  73179. private _projectionMatrix;
  73180. private _transformMatrix;
  73181. private _cachedPosition;
  73182. private _cachedDirection;
  73183. private _cachedDefines;
  73184. private _currentRenderID;
  73185. private _boxBlurPostprocess;
  73186. private _kernelBlurXPostprocess;
  73187. private _kernelBlurYPostprocess;
  73188. private _blurPostProcesses;
  73189. private _mapSize;
  73190. private _currentFaceIndex;
  73191. private _currentFaceIndexCache;
  73192. private _textureType;
  73193. private _defaultTextureMatrix;
  73194. /** @hidden */
  73195. static _SceneComponentInitialization: (scene: Scene) => void;
  73196. /**
  73197. * Creates a ShadowGenerator object.
  73198. * A ShadowGenerator is the required tool to use the shadows.
  73199. * Each light casting shadows needs to use its own ShadowGenerator.
  73200. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73201. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73202. * @param light The light object generating the shadows.
  73203. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  73204. */
  73205. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73206. private _initializeGenerator;
  73207. private _initializeShadowMap;
  73208. private _initializeBlurRTTAndPostProcesses;
  73209. private _renderForShadowMap;
  73210. private _renderSubMeshForShadowMap;
  73211. private _applyFilterValues;
  73212. /**
  73213. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73214. * @param onCompiled Callback triggered at the and of the effects compilation
  73215. * @param options Sets of optional options forcing the compilation with different modes
  73216. */
  73217. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73218. useInstances: boolean;
  73219. }>): void;
  73220. /**
  73221. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73222. * @param options Sets of optional options forcing the compilation with different modes
  73223. * @returns A promise that resolves when the compilation completes
  73224. */
  73225. forceCompilationAsync(options?: Partial<{
  73226. useInstances: boolean;
  73227. }>): Promise<void>;
  73228. /**
  73229. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73230. * @param subMesh The submesh we want to render in the shadow map
  73231. * @param useInstances Defines wether will draw in the map using instances
  73232. * @returns true if ready otherwise, false
  73233. */
  73234. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73235. /**
  73236. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73237. * @param defines Defines of the material we want to update
  73238. * @param lightIndex Index of the light in the enabled light list of the material
  73239. */
  73240. prepareDefines(defines: any, lightIndex: number): void;
  73241. /**
  73242. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73243. * defined in the generator but impacting the effect).
  73244. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73245. * @param effect The effect we are binfing the information for
  73246. */
  73247. bindShadowLight(lightIndex: string, effect: Effect): void;
  73248. /**
  73249. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73250. * (eq to shadow prjection matrix * light transform matrix)
  73251. * @returns The transform matrix used to create the shadow map
  73252. */
  73253. getTransformMatrix(): Matrix;
  73254. /**
  73255. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73256. * Cube and 2D textures for instance.
  73257. */
  73258. recreateShadowMap(): void;
  73259. private _disposeBlurPostProcesses;
  73260. private _disposeRTTandPostProcesses;
  73261. /**
  73262. * Disposes the ShadowGenerator.
  73263. * Returns nothing.
  73264. */
  73265. dispose(): void;
  73266. /**
  73267. * Serializes the shadow generator setup to a json object.
  73268. * @returns The serialized JSON object
  73269. */
  73270. serialize(): any;
  73271. /**
  73272. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73273. * @param parsedShadowGenerator The JSON object to parse
  73274. * @param scene The scene to create the shadow map for
  73275. * @returns The parsed shadow generator
  73276. */
  73277. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73278. }
  73279. }
  73280. declare module BABYLON {
  73281. /**
  73282. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73283. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73284. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  73285. */
  73286. export abstract class Light extends Node {
  73287. /**
  73288. * Falloff Default: light is falling off following the material specification:
  73289. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73290. */
  73291. static readonly FALLOFF_DEFAULT: number;
  73292. /**
  73293. * Falloff Physical: light is falling off following the inverse squared distance law.
  73294. */
  73295. static readonly FALLOFF_PHYSICAL: number;
  73296. /**
  73297. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73298. * to enhance interoperability with other engines.
  73299. */
  73300. static readonly FALLOFF_GLTF: number;
  73301. /**
  73302. * Falloff Standard: light is falling off like in the standard material
  73303. * to enhance interoperability with other materials.
  73304. */
  73305. static readonly FALLOFF_STANDARD: number;
  73306. /**
  73307. * If every light affecting the material is in this lightmapMode,
  73308. * material.lightmapTexture adds or multiplies
  73309. * (depends on material.useLightmapAsShadowmap)
  73310. * after every other light calculations.
  73311. */
  73312. static readonly LIGHTMAP_DEFAULT: number;
  73313. /**
  73314. * material.lightmapTexture as only diffuse lighting from this light
  73315. * adds only specular lighting from this light
  73316. * adds dynamic shadows
  73317. */
  73318. static readonly LIGHTMAP_SPECULAR: number;
  73319. /**
  73320. * material.lightmapTexture as only lighting
  73321. * no light calculation from this light
  73322. * only adds dynamic shadows from this light
  73323. */
  73324. static readonly LIGHTMAP_SHADOWSONLY: number;
  73325. /**
  73326. * Each light type uses the default quantity according to its type:
  73327. * point/spot lights use luminous intensity
  73328. * directional lights use illuminance
  73329. */
  73330. static readonly INTENSITYMODE_AUTOMATIC: number;
  73331. /**
  73332. * lumen (lm)
  73333. */
  73334. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73335. /**
  73336. * candela (lm/sr)
  73337. */
  73338. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73339. /**
  73340. * lux (lm/m^2)
  73341. */
  73342. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73343. /**
  73344. * nit (cd/m^2)
  73345. */
  73346. static readonly INTENSITYMODE_LUMINANCE: number;
  73347. /**
  73348. * Light type const id of the point light.
  73349. */
  73350. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73351. /**
  73352. * Light type const id of the directional light.
  73353. */
  73354. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73355. /**
  73356. * Light type const id of the spot light.
  73357. */
  73358. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73359. /**
  73360. * Light type const id of the hemispheric light.
  73361. */
  73362. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73363. /**
  73364. * Diffuse gives the basic color to an object.
  73365. */
  73366. diffuse: Color3;
  73367. /**
  73368. * Specular produces a highlight color on an object.
  73369. * Note: This is note affecting PBR materials.
  73370. */
  73371. specular: Color3;
  73372. /**
  73373. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73374. * falling off base on range or angle.
  73375. * This can be set to any values in Light.FALLOFF_x.
  73376. *
  73377. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73378. * other types of materials.
  73379. */
  73380. falloffType: number;
  73381. /**
  73382. * Strength of the light.
  73383. * Note: By default it is define in the framework own unit.
  73384. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73385. */
  73386. intensity: number;
  73387. private _range;
  73388. protected _inverseSquaredRange: number;
  73389. /**
  73390. * Defines how far from the source the light is impacting in scene units.
  73391. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73392. */
  73393. /**
  73394. * Defines how far from the source the light is impacting in scene units.
  73395. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73396. */
  73397. range: number;
  73398. /**
  73399. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73400. * of light.
  73401. */
  73402. private _photometricScale;
  73403. private _intensityMode;
  73404. /**
  73405. * Gets the photometric scale used to interpret the intensity.
  73406. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73407. */
  73408. /**
  73409. * Sets the photometric scale used to interpret the intensity.
  73410. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73411. */
  73412. intensityMode: number;
  73413. private _radius;
  73414. /**
  73415. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73416. */
  73417. /**
  73418. * sets the light radius used by PBR Materials to simulate soft area lights.
  73419. */
  73420. radius: number;
  73421. private _renderPriority;
  73422. /**
  73423. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73424. * exceeding the number allowed of the materials.
  73425. */
  73426. renderPriority: number;
  73427. private _shadowEnabled;
  73428. /**
  73429. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73430. * the current shadow generator.
  73431. */
  73432. /**
  73433. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73434. * the current shadow generator.
  73435. */
  73436. shadowEnabled: boolean;
  73437. private _includedOnlyMeshes;
  73438. /**
  73439. * Gets the only meshes impacted by this light.
  73440. */
  73441. /**
  73442. * Sets the only meshes impacted by this light.
  73443. */
  73444. includedOnlyMeshes: AbstractMesh[];
  73445. private _excludedMeshes;
  73446. /**
  73447. * Gets the meshes not impacted by this light.
  73448. */
  73449. /**
  73450. * Sets the meshes not impacted by this light.
  73451. */
  73452. excludedMeshes: AbstractMesh[];
  73453. private _excludeWithLayerMask;
  73454. /**
  73455. * Gets the layer id use to find what meshes are not impacted by the light.
  73456. * Inactive if 0
  73457. */
  73458. /**
  73459. * Sets the layer id use to find what meshes are not impacted by the light.
  73460. * Inactive if 0
  73461. */
  73462. excludeWithLayerMask: number;
  73463. private _includeOnlyWithLayerMask;
  73464. /**
  73465. * Gets the layer id use to find what meshes are impacted by the light.
  73466. * Inactive if 0
  73467. */
  73468. /**
  73469. * Sets the layer id use to find what meshes are impacted by the light.
  73470. * Inactive if 0
  73471. */
  73472. includeOnlyWithLayerMask: number;
  73473. private _lightmapMode;
  73474. /**
  73475. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73476. */
  73477. /**
  73478. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73479. */
  73480. lightmapMode: number;
  73481. /**
  73482. * Shadow generator associted to the light.
  73483. * @hidden Internal use only.
  73484. */
  73485. _shadowGenerator: Nullable<IShadowGenerator>;
  73486. /**
  73487. * @hidden Internal use only.
  73488. */
  73489. _excludedMeshesIds: string[];
  73490. /**
  73491. * @hidden Internal use only.
  73492. */
  73493. _includedOnlyMeshesIds: string[];
  73494. /**
  73495. * The current light unifom buffer.
  73496. * @hidden Internal use only.
  73497. */
  73498. _uniformBuffer: UniformBuffer;
  73499. /**
  73500. * Creates a Light object in the scene.
  73501. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73502. * @param name The firendly name of the light
  73503. * @param scene The scene the light belongs too
  73504. */
  73505. constructor(name: string, scene: Scene);
  73506. protected abstract _buildUniformLayout(): void;
  73507. /**
  73508. * Sets the passed Effect "effect" with the Light information.
  73509. * @param effect The effect to update
  73510. * @param lightIndex The index of the light in the effect to update
  73511. * @returns The light
  73512. */
  73513. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73514. /**
  73515. * Returns the string "Light".
  73516. * @returns the class name
  73517. */
  73518. getClassName(): string;
  73519. /** @hidden */
  73520. readonly _isLight: boolean;
  73521. /**
  73522. * Converts the light information to a readable string for debug purpose.
  73523. * @param fullDetails Supports for multiple levels of logging within scene loading
  73524. * @returns the human readable light info
  73525. */
  73526. toString(fullDetails?: boolean): string;
  73527. /** @hidden */
  73528. protected _syncParentEnabledState(): void;
  73529. /**
  73530. * Set the enabled state of this node.
  73531. * @param value - the new enabled state
  73532. */
  73533. setEnabled(value: boolean): void;
  73534. /**
  73535. * Returns the Light associated shadow generator if any.
  73536. * @return the associated shadow generator.
  73537. */
  73538. getShadowGenerator(): Nullable<IShadowGenerator>;
  73539. /**
  73540. * Returns a Vector3, the absolute light position in the World.
  73541. * @returns the world space position of the light
  73542. */
  73543. getAbsolutePosition(): Vector3;
  73544. /**
  73545. * Specifies if the light will affect the passed mesh.
  73546. * @param mesh The mesh to test against the light
  73547. * @return true the mesh is affected otherwise, false.
  73548. */
  73549. canAffectMesh(mesh: AbstractMesh): boolean;
  73550. /**
  73551. * Sort function to order lights for rendering.
  73552. * @param a First Light object to compare to second.
  73553. * @param b Second Light object to compare first.
  73554. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73555. */
  73556. static CompareLightsPriority(a: Light, b: Light): number;
  73557. /**
  73558. * Releases resources associated with this node.
  73559. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73560. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73561. */
  73562. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73563. /**
  73564. * Returns the light type ID (integer).
  73565. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73566. */
  73567. getTypeID(): number;
  73568. /**
  73569. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73570. * @returns the scaled intensity in intensity mode unit
  73571. */
  73572. getScaledIntensity(): number;
  73573. /**
  73574. * Returns a new Light object, named "name", from the current one.
  73575. * @param name The name of the cloned light
  73576. * @returns the new created light
  73577. */
  73578. clone(name: string): Nullable<Light>;
  73579. /**
  73580. * Serializes the current light into a Serialization object.
  73581. * @returns the serialized object.
  73582. */
  73583. serialize(): any;
  73584. /**
  73585. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73586. * This new light is named "name" and added to the passed scene.
  73587. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73588. * @param name The friendly name of the light
  73589. * @param scene The scene the new light will belong to
  73590. * @returns the constructor function
  73591. */
  73592. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73593. /**
  73594. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73595. * @param parsedLight The JSON representation of the light
  73596. * @param scene The scene to create the parsed light in
  73597. * @returns the created light after parsing
  73598. */
  73599. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73600. private _hookArrayForExcluded;
  73601. private _hookArrayForIncludedOnly;
  73602. private _resyncMeshes;
  73603. /**
  73604. * Forces the meshes to update their light related information in their rendering used effects
  73605. * @hidden Internal Use Only
  73606. */
  73607. _markMeshesAsLightDirty(): void;
  73608. /**
  73609. * Recomputes the cached photometric scale if needed.
  73610. */
  73611. private _computePhotometricScale;
  73612. /**
  73613. * Returns the Photometric Scale according to the light type and intensity mode.
  73614. */
  73615. private _getPhotometricScale;
  73616. /**
  73617. * Reorder the light in the scene according to their defined priority.
  73618. * @hidden Internal Use Only
  73619. */
  73620. _reorderLightsInScene(): void;
  73621. /**
  73622. * Prepares the list of defines specific to the light type.
  73623. * @param defines the list of defines
  73624. * @param lightIndex defines the index of the light for the effect
  73625. */
  73626. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73627. }
  73628. }
  73629. declare module BABYLON {
  73630. /**
  73631. * Interface used to define Action
  73632. */
  73633. export interface IAction {
  73634. /**
  73635. * Trigger for the action
  73636. */
  73637. trigger: number;
  73638. /** Options of the trigger */
  73639. triggerOptions: any;
  73640. /**
  73641. * Gets the trigger parameters
  73642. * @returns the trigger parameters
  73643. */
  73644. getTriggerParameter(): any;
  73645. /**
  73646. * Internal only - executes current action event
  73647. * @hidden
  73648. */
  73649. _executeCurrent(evt?: ActionEvent): void;
  73650. /**
  73651. * Serialize placeholder for child classes
  73652. * @param parent of child
  73653. * @returns the serialized object
  73654. */
  73655. serialize(parent: any): any;
  73656. /**
  73657. * Internal only
  73658. * @hidden
  73659. */
  73660. _prepare(): void;
  73661. /**
  73662. * Internal only - manager for action
  73663. * @hidden
  73664. */
  73665. _actionManager: AbstractActionManager;
  73666. /**
  73667. * Adds action to chain of actions, may be a DoNothingAction
  73668. * @param action defines the next action to execute
  73669. * @returns The action passed in
  73670. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73671. */
  73672. then(action: IAction): IAction;
  73673. }
  73674. /**
  73675. * The action to be carried out following a trigger
  73676. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73677. */
  73678. export class Action implements IAction {
  73679. /** the trigger, with or without parameters, for the action */
  73680. triggerOptions: any;
  73681. /**
  73682. * Trigger for the action
  73683. */
  73684. trigger: number;
  73685. /**
  73686. * Internal only - manager for action
  73687. * @hidden
  73688. */
  73689. _actionManager: ActionManager;
  73690. private _nextActiveAction;
  73691. private _child;
  73692. private _condition?;
  73693. private _triggerParameter;
  73694. /**
  73695. * An event triggered prior to action being executed.
  73696. */
  73697. onBeforeExecuteObservable: Observable<Action>;
  73698. /**
  73699. * Creates a new Action
  73700. * @param triggerOptions the trigger, with or without parameters, for the action
  73701. * @param condition an optional determinant of action
  73702. */
  73703. constructor(
  73704. /** the trigger, with or without parameters, for the action */
  73705. triggerOptions: any, condition?: Condition);
  73706. /**
  73707. * Internal only
  73708. * @hidden
  73709. */
  73710. _prepare(): void;
  73711. /**
  73712. * Gets the trigger parameters
  73713. * @returns the trigger parameters
  73714. */
  73715. getTriggerParameter(): any;
  73716. /**
  73717. * Internal only - executes current action event
  73718. * @hidden
  73719. */
  73720. _executeCurrent(evt?: ActionEvent): void;
  73721. /**
  73722. * Execute placeholder for child classes
  73723. * @param evt optional action event
  73724. */
  73725. execute(evt?: ActionEvent): void;
  73726. /**
  73727. * Skips to next active action
  73728. */
  73729. skipToNextActiveAction(): void;
  73730. /**
  73731. * Adds action to chain of actions, may be a DoNothingAction
  73732. * @param action defines the next action to execute
  73733. * @returns The action passed in
  73734. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73735. */
  73736. then(action: Action): Action;
  73737. /**
  73738. * Internal only
  73739. * @hidden
  73740. */
  73741. _getProperty(propertyPath: string): string;
  73742. /**
  73743. * Internal only
  73744. * @hidden
  73745. */
  73746. _getEffectiveTarget(target: any, propertyPath: string): any;
  73747. /**
  73748. * Serialize placeholder for child classes
  73749. * @param parent of child
  73750. * @returns the serialized object
  73751. */
  73752. serialize(parent: any): any;
  73753. /**
  73754. * Internal only called by serialize
  73755. * @hidden
  73756. */
  73757. protected _serialize(serializedAction: any, parent?: any): any;
  73758. /**
  73759. * Internal only
  73760. * @hidden
  73761. */
  73762. static _SerializeValueAsString: (value: any) => string;
  73763. /**
  73764. * Internal only
  73765. * @hidden
  73766. */
  73767. static _GetTargetProperty: (target: Node | Scene) => {
  73768. name: string;
  73769. targetType: string;
  73770. value: string;
  73771. };
  73772. }
  73773. }
  73774. declare module BABYLON {
  73775. /**
  73776. * A Condition applied to an Action
  73777. */
  73778. export class Condition {
  73779. /**
  73780. * Internal only - manager for action
  73781. * @hidden
  73782. */
  73783. _actionManager: ActionManager;
  73784. /**
  73785. * Internal only
  73786. * @hidden
  73787. */
  73788. _evaluationId: number;
  73789. /**
  73790. * Internal only
  73791. * @hidden
  73792. */
  73793. _currentResult: boolean;
  73794. /**
  73795. * Creates a new Condition
  73796. * @param actionManager the manager of the action the condition is applied to
  73797. */
  73798. constructor(actionManager: ActionManager);
  73799. /**
  73800. * Check if the current condition is valid
  73801. * @returns a boolean
  73802. */
  73803. isValid(): boolean;
  73804. /**
  73805. * Internal only
  73806. * @hidden
  73807. */
  73808. _getProperty(propertyPath: string): string;
  73809. /**
  73810. * Internal only
  73811. * @hidden
  73812. */
  73813. _getEffectiveTarget(target: any, propertyPath: string): any;
  73814. /**
  73815. * Serialize placeholder for child classes
  73816. * @returns the serialized object
  73817. */
  73818. serialize(): any;
  73819. /**
  73820. * Internal only
  73821. * @hidden
  73822. */
  73823. protected _serialize(serializedCondition: any): any;
  73824. }
  73825. /**
  73826. * Defines specific conditional operators as extensions of Condition
  73827. */
  73828. export class ValueCondition extends Condition {
  73829. /** path to specify the property of the target the conditional operator uses */
  73830. propertyPath: string;
  73831. /** the value compared by the conditional operator against the current value of the property */
  73832. value: any;
  73833. /** the conditional operator, default ValueCondition.IsEqual */
  73834. operator: number;
  73835. /**
  73836. * Internal only
  73837. * @hidden
  73838. */
  73839. private static _IsEqual;
  73840. /**
  73841. * Internal only
  73842. * @hidden
  73843. */
  73844. private static _IsDifferent;
  73845. /**
  73846. * Internal only
  73847. * @hidden
  73848. */
  73849. private static _IsGreater;
  73850. /**
  73851. * Internal only
  73852. * @hidden
  73853. */
  73854. private static _IsLesser;
  73855. /**
  73856. * returns the number for IsEqual
  73857. */
  73858. static readonly IsEqual: number;
  73859. /**
  73860. * Returns the number for IsDifferent
  73861. */
  73862. static readonly IsDifferent: number;
  73863. /**
  73864. * Returns the number for IsGreater
  73865. */
  73866. static readonly IsGreater: number;
  73867. /**
  73868. * Returns the number for IsLesser
  73869. */
  73870. static readonly IsLesser: number;
  73871. /**
  73872. * Internal only The action manager for the condition
  73873. * @hidden
  73874. */
  73875. _actionManager: ActionManager;
  73876. /**
  73877. * Internal only
  73878. * @hidden
  73879. */
  73880. private _target;
  73881. /**
  73882. * Internal only
  73883. * @hidden
  73884. */
  73885. private _effectiveTarget;
  73886. /**
  73887. * Internal only
  73888. * @hidden
  73889. */
  73890. private _property;
  73891. /**
  73892. * Creates a new ValueCondition
  73893. * @param actionManager manager for the action the condition applies to
  73894. * @param target for the action
  73895. * @param propertyPath path to specify the property of the target the conditional operator uses
  73896. * @param value the value compared by the conditional operator against the current value of the property
  73897. * @param operator the conditional operator, default ValueCondition.IsEqual
  73898. */
  73899. constructor(actionManager: ActionManager, target: any,
  73900. /** path to specify the property of the target the conditional operator uses */
  73901. propertyPath: string,
  73902. /** the value compared by the conditional operator against the current value of the property */
  73903. value: any,
  73904. /** the conditional operator, default ValueCondition.IsEqual */
  73905. operator?: number);
  73906. /**
  73907. * Compares the given value with the property value for the specified conditional operator
  73908. * @returns the result of the comparison
  73909. */
  73910. isValid(): boolean;
  73911. /**
  73912. * Serialize the ValueCondition into a JSON compatible object
  73913. * @returns serialization object
  73914. */
  73915. serialize(): any;
  73916. /**
  73917. * Gets the name of the conditional operator for the ValueCondition
  73918. * @param operator the conditional operator
  73919. * @returns the name
  73920. */
  73921. static GetOperatorName(operator: number): string;
  73922. }
  73923. /**
  73924. * Defines a predicate condition as an extension of Condition
  73925. */
  73926. export class PredicateCondition extends Condition {
  73927. /** defines the predicate function used to validate the condition */
  73928. predicate: () => boolean;
  73929. /**
  73930. * Internal only - manager for action
  73931. * @hidden
  73932. */
  73933. _actionManager: ActionManager;
  73934. /**
  73935. * Creates a new PredicateCondition
  73936. * @param actionManager manager for the action the condition applies to
  73937. * @param predicate defines the predicate function used to validate the condition
  73938. */
  73939. constructor(actionManager: ActionManager,
  73940. /** defines the predicate function used to validate the condition */
  73941. predicate: () => boolean);
  73942. /**
  73943. * @returns the validity of the predicate condition
  73944. */
  73945. isValid(): boolean;
  73946. }
  73947. /**
  73948. * Defines a state condition as an extension of Condition
  73949. */
  73950. export class StateCondition extends Condition {
  73951. /** Value to compare with target state */
  73952. value: string;
  73953. /**
  73954. * Internal only - manager for action
  73955. * @hidden
  73956. */
  73957. _actionManager: ActionManager;
  73958. /**
  73959. * Internal only
  73960. * @hidden
  73961. */
  73962. private _target;
  73963. /**
  73964. * Creates a new StateCondition
  73965. * @param actionManager manager for the action the condition applies to
  73966. * @param target of the condition
  73967. * @param value to compare with target state
  73968. */
  73969. constructor(actionManager: ActionManager, target: any,
  73970. /** Value to compare with target state */
  73971. value: string);
  73972. /**
  73973. * Gets a boolean indicating if the current condition is met
  73974. * @returns the validity of the state
  73975. */
  73976. isValid(): boolean;
  73977. /**
  73978. * Serialize the StateCondition into a JSON compatible object
  73979. * @returns serialization object
  73980. */
  73981. serialize(): any;
  73982. }
  73983. }
  73984. declare module BABYLON {
  73985. /**
  73986. * This defines an action responsible to toggle a boolean once triggered.
  73987. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  73988. */
  73989. export class SwitchBooleanAction extends Action {
  73990. /**
  73991. * The path to the boolean property in the target object
  73992. */
  73993. propertyPath: string;
  73994. private _target;
  73995. private _effectiveTarget;
  73996. private _property;
  73997. /**
  73998. * Instantiate the action
  73999. * @param triggerOptions defines the trigger options
  74000. * @param target defines the object containing the boolean
  74001. * @param propertyPath defines the path to the boolean property in the target object
  74002. * @param condition defines the trigger related conditions
  74003. */
  74004. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74005. /** @hidden */
  74006. _prepare(): void;
  74007. /**
  74008. * Execute the action toggle the boolean value.
  74009. */
  74010. execute(): void;
  74011. /**
  74012. * Serializes the actions and its related information.
  74013. * @param parent defines the object to serialize in
  74014. * @returns the serialized object
  74015. */
  74016. serialize(parent: any): any;
  74017. }
  74018. /**
  74019. * This defines an action responsible to set a the state field of the target
  74020. * to a desired value once triggered.
  74021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74022. */
  74023. export class SetStateAction extends Action {
  74024. /**
  74025. * The value to store in the state field.
  74026. */
  74027. value: string;
  74028. private _target;
  74029. /**
  74030. * Instantiate the action
  74031. * @param triggerOptions defines the trigger options
  74032. * @param target defines the object containing the state property
  74033. * @param value defines the value to store in the state field
  74034. * @param condition defines the trigger related conditions
  74035. */
  74036. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74037. /**
  74038. * Execute the action and store the value on the target state property.
  74039. */
  74040. execute(): void;
  74041. /**
  74042. * Serializes the actions and its related information.
  74043. * @param parent defines the object to serialize in
  74044. * @returns the serialized object
  74045. */
  74046. serialize(parent: any): any;
  74047. }
  74048. /**
  74049. * This defines an action responsible to set a property of the target
  74050. * to a desired value once triggered.
  74051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74052. */
  74053. export class SetValueAction extends Action {
  74054. /**
  74055. * The path of the property to set in the target.
  74056. */
  74057. propertyPath: string;
  74058. /**
  74059. * The value to set in the property
  74060. */
  74061. value: any;
  74062. private _target;
  74063. private _effectiveTarget;
  74064. private _property;
  74065. /**
  74066. * Instantiate the action
  74067. * @param triggerOptions defines the trigger options
  74068. * @param target defines the object containing the property
  74069. * @param propertyPath defines the path of the property to set in the target
  74070. * @param value defines the value to set in the property
  74071. * @param condition defines the trigger related conditions
  74072. */
  74073. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74074. /** @hidden */
  74075. _prepare(): void;
  74076. /**
  74077. * Execute the action and set the targetted property to the desired value.
  74078. */
  74079. execute(): void;
  74080. /**
  74081. * Serializes the actions and its related information.
  74082. * @param parent defines the object to serialize in
  74083. * @returns the serialized object
  74084. */
  74085. serialize(parent: any): any;
  74086. }
  74087. /**
  74088. * This defines an action responsible to increment the target value
  74089. * to a desired value once triggered.
  74090. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74091. */
  74092. export class IncrementValueAction extends Action {
  74093. /**
  74094. * The path of the property to increment in the target.
  74095. */
  74096. propertyPath: string;
  74097. /**
  74098. * The value we should increment the property by.
  74099. */
  74100. value: any;
  74101. private _target;
  74102. private _effectiveTarget;
  74103. private _property;
  74104. /**
  74105. * Instantiate the action
  74106. * @param triggerOptions defines the trigger options
  74107. * @param target defines the object containing the property
  74108. * @param propertyPath defines the path of the property to increment in the target
  74109. * @param value defines the value value we should increment the property by
  74110. * @param condition defines the trigger related conditions
  74111. */
  74112. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74113. /** @hidden */
  74114. _prepare(): void;
  74115. /**
  74116. * Execute the action and increment the target of the value amount.
  74117. */
  74118. execute(): void;
  74119. /**
  74120. * Serializes the actions and its related information.
  74121. * @param parent defines the object to serialize in
  74122. * @returns the serialized object
  74123. */
  74124. serialize(parent: any): any;
  74125. }
  74126. /**
  74127. * This defines an action responsible to start an animation once triggered.
  74128. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74129. */
  74130. export class PlayAnimationAction extends Action {
  74131. /**
  74132. * Where the animation should start (animation frame)
  74133. */
  74134. from: number;
  74135. /**
  74136. * Where the animation should stop (animation frame)
  74137. */
  74138. to: number;
  74139. /**
  74140. * Define if the animation should loop or stop after the first play.
  74141. */
  74142. loop?: boolean;
  74143. private _target;
  74144. /**
  74145. * Instantiate the action
  74146. * @param triggerOptions defines the trigger options
  74147. * @param target defines the target animation or animation name
  74148. * @param from defines from where the animation should start (animation frame)
  74149. * @param end defines where the animation should stop (animation frame)
  74150. * @param loop defines if the animation should loop or stop after the first play
  74151. * @param condition defines the trigger related conditions
  74152. */
  74153. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74154. /** @hidden */
  74155. _prepare(): void;
  74156. /**
  74157. * Execute the action and play the animation.
  74158. */
  74159. execute(): void;
  74160. /**
  74161. * Serializes the actions and its related information.
  74162. * @param parent defines the object to serialize in
  74163. * @returns the serialized object
  74164. */
  74165. serialize(parent: any): any;
  74166. }
  74167. /**
  74168. * This defines an action responsible to stop an animation once triggered.
  74169. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74170. */
  74171. export class StopAnimationAction extends Action {
  74172. private _target;
  74173. /**
  74174. * Instantiate the action
  74175. * @param triggerOptions defines the trigger options
  74176. * @param target defines the target animation or animation name
  74177. * @param condition defines the trigger related conditions
  74178. */
  74179. constructor(triggerOptions: any, target: any, condition?: Condition);
  74180. /** @hidden */
  74181. _prepare(): void;
  74182. /**
  74183. * Execute the action and stop the animation.
  74184. */
  74185. execute(): void;
  74186. /**
  74187. * Serializes the actions and its related information.
  74188. * @param parent defines the object to serialize in
  74189. * @returns the serialized object
  74190. */
  74191. serialize(parent: any): any;
  74192. }
  74193. /**
  74194. * This defines an action responsible that does nothing once triggered.
  74195. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74196. */
  74197. export class DoNothingAction extends Action {
  74198. /**
  74199. * Instantiate the action
  74200. * @param triggerOptions defines the trigger options
  74201. * @param condition defines the trigger related conditions
  74202. */
  74203. constructor(triggerOptions?: any, condition?: Condition);
  74204. /**
  74205. * Execute the action and do nothing.
  74206. */
  74207. execute(): void;
  74208. /**
  74209. * Serializes the actions and its related information.
  74210. * @param parent defines the object to serialize in
  74211. * @returns the serialized object
  74212. */
  74213. serialize(parent: any): any;
  74214. }
  74215. /**
  74216. * This defines an action responsible to trigger several actions once triggered.
  74217. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74218. */
  74219. export class CombineAction extends Action {
  74220. /**
  74221. * The list of aggregated animations to run.
  74222. */
  74223. children: Action[];
  74224. /**
  74225. * Instantiate the action
  74226. * @param triggerOptions defines the trigger options
  74227. * @param children defines the list of aggregated animations to run
  74228. * @param condition defines the trigger related conditions
  74229. */
  74230. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74231. /** @hidden */
  74232. _prepare(): void;
  74233. /**
  74234. * Execute the action and executes all the aggregated actions.
  74235. */
  74236. execute(evt: ActionEvent): void;
  74237. /**
  74238. * Serializes the actions and its related information.
  74239. * @param parent defines the object to serialize in
  74240. * @returns the serialized object
  74241. */
  74242. serialize(parent: any): any;
  74243. }
  74244. /**
  74245. * This defines an action responsible to run code (external event) once triggered.
  74246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74247. */
  74248. export class ExecuteCodeAction extends Action {
  74249. /**
  74250. * The callback function to run.
  74251. */
  74252. func: (evt: ActionEvent) => void;
  74253. /**
  74254. * Instantiate the action
  74255. * @param triggerOptions defines the trigger options
  74256. * @param func defines the callback function to run
  74257. * @param condition defines the trigger related conditions
  74258. */
  74259. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74260. /**
  74261. * Execute the action and run the attached code.
  74262. */
  74263. execute(evt: ActionEvent): void;
  74264. }
  74265. /**
  74266. * This defines an action responsible to set the parent property of the target once triggered.
  74267. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74268. */
  74269. export class SetParentAction extends Action {
  74270. private _parent;
  74271. private _target;
  74272. /**
  74273. * Instantiate the action
  74274. * @param triggerOptions defines the trigger options
  74275. * @param target defines the target containing the parent property
  74276. * @param parent defines from where the animation should start (animation frame)
  74277. * @param condition defines the trigger related conditions
  74278. */
  74279. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74280. /** @hidden */
  74281. _prepare(): void;
  74282. /**
  74283. * Execute the action and set the parent property.
  74284. */
  74285. execute(): void;
  74286. /**
  74287. * Serializes the actions and its related information.
  74288. * @param parent defines the object to serialize in
  74289. * @returns the serialized object
  74290. */
  74291. serialize(parent: any): any;
  74292. }
  74293. }
  74294. declare module BABYLON {
  74295. /**
  74296. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74297. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74298. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74299. */
  74300. export class ActionManager extends AbstractActionManager {
  74301. /**
  74302. * Nothing
  74303. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74304. */
  74305. static readonly NothingTrigger: number;
  74306. /**
  74307. * On pick
  74308. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74309. */
  74310. static readonly OnPickTrigger: number;
  74311. /**
  74312. * On left pick
  74313. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74314. */
  74315. static readonly OnLeftPickTrigger: number;
  74316. /**
  74317. * On right pick
  74318. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74319. */
  74320. static readonly OnRightPickTrigger: number;
  74321. /**
  74322. * On center pick
  74323. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74324. */
  74325. static readonly OnCenterPickTrigger: number;
  74326. /**
  74327. * On pick down
  74328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74329. */
  74330. static readonly OnPickDownTrigger: number;
  74331. /**
  74332. * On double pick
  74333. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74334. */
  74335. static readonly OnDoublePickTrigger: number;
  74336. /**
  74337. * On pick up
  74338. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74339. */
  74340. static readonly OnPickUpTrigger: number;
  74341. /**
  74342. * On pick out.
  74343. * This trigger will only be raised if you also declared a OnPickDown
  74344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74345. */
  74346. static readonly OnPickOutTrigger: number;
  74347. /**
  74348. * On long press
  74349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74350. */
  74351. static readonly OnLongPressTrigger: number;
  74352. /**
  74353. * On pointer over
  74354. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74355. */
  74356. static readonly OnPointerOverTrigger: number;
  74357. /**
  74358. * On pointer out
  74359. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74360. */
  74361. static readonly OnPointerOutTrigger: number;
  74362. /**
  74363. * On every frame
  74364. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74365. */
  74366. static readonly OnEveryFrameTrigger: number;
  74367. /**
  74368. * On intersection enter
  74369. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74370. */
  74371. static readonly OnIntersectionEnterTrigger: number;
  74372. /**
  74373. * On intersection exit
  74374. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74375. */
  74376. static readonly OnIntersectionExitTrigger: number;
  74377. /**
  74378. * On key down
  74379. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74380. */
  74381. static readonly OnKeyDownTrigger: number;
  74382. /**
  74383. * On key up
  74384. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74385. */
  74386. static readonly OnKeyUpTrigger: number;
  74387. private _scene;
  74388. /**
  74389. * Creates a new action manager
  74390. * @param scene defines the hosting scene
  74391. */
  74392. constructor(scene: Scene);
  74393. /**
  74394. * Releases all associated resources
  74395. */
  74396. dispose(): void;
  74397. /**
  74398. * Gets hosting scene
  74399. * @returns the hosting scene
  74400. */
  74401. getScene(): Scene;
  74402. /**
  74403. * Does this action manager handles actions of any of the given triggers
  74404. * @param triggers defines the triggers to be tested
  74405. * @return a boolean indicating whether one (or more) of the triggers is handled
  74406. */
  74407. hasSpecificTriggers(triggers: number[]): boolean;
  74408. /**
  74409. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74410. * speed.
  74411. * @param triggerA defines the trigger to be tested
  74412. * @param triggerB defines the trigger to be tested
  74413. * @return a boolean indicating whether one (or more) of the triggers is handled
  74414. */
  74415. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74416. /**
  74417. * Does this action manager handles actions of a given trigger
  74418. * @param trigger defines the trigger to be tested
  74419. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74420. * @return whether the trigger is handled
  74421. */
  74422. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74423. /**
  74424. * Does this action manager has pointer triggers
  74425. */
  74426. readonly hasPointerTriggers: boolean;
  74427. /**
  74428. * Does this action manager has pick triggers
  74429. */
  74430. readonly hasPickTriggers: boolean;
  74431. /**
  74432. * Registers an action to this action manager
  74433. * @param action defines the action to be registered
  74434. * @return the action amended (prepared) after registration
  74435. */
  74436. registerAction(action: IAction): Nullable<IAction>;
  74437. /**
  74438. * Unregisters an action to this action manager
  74439. * @param action defines the action to be unregistered
  74440. * @return a boolean indicating whether the action has been unregistered
  74441. */
  74442. unregisterAction(action: IAction): Boolean;
  74443. /**
  74444. * Process a specific trigger
  74445. * @param trigger defines the trigger to process
  74446. * @param evt defines the event details to be processed
  74447. */
  74448. processTrigger(trigger: number, evt?: IActionEvent): void;
  74449. /** @hidden */
  74450. _getEffectiveTarget(target: any, propertyPath: string): any;
  74451. /** @hidden */
  74452. _getProperty(propertyPath: string): string;
  74453. /**
  74454. * Serialize this manager to a JSON object
  74455. * @param name defines the property name to store this manager
  74456. * @returns a JSON representation of this manager
  74457. */
  74458. serialize(name: string): any;
  74459. /**
  74460. * Creates a new ActionManager from a JSON data
  74461. * @param parsedActions defines the JSON data to read from
  74462. * @param object defines the hosting mesh
  74463. * @param scene defines the hosting scene
  74464. */
  74465. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74466. /**
  74467. * Get a trigger name by index
  74468. * @param trigger defines the trigger index
  74469. * @returns a trigger name
  74470. */
  74471. static GetTriggerName(trigger: number): string;
  74472. }
  74473. }
  74474. declare module BABYLON {
  74475. /**
  74476. * Class representing a ray with position and direction
  74477. */
  74478. export class Ray {
  74479. /** origin point */
  74480. origin: Vector3;
  74481. /** direction */
  74482. direction: Vector3;
  74483. /** length of the ray */
  74484. length: number;
  74485. private static readonly TmpVector3;
  74486. private _tmpRay;
  74487. /**
  74488. * Creates a new ray
  74489. * @param origin origin point
  74490. * @param direction direction
  74491. * @param length length of the ray
  74492. */
  74493. constructor(
  74494. /** origin point */
  74495. origin: Vector3,
  74496. /** direction */
  74497. direction: Vector3,
  74498. /** length of the ray */
  74499. length?: number);
  74500. /**
  74501. * Checks if the ray intersects a box
  74502. * @param minimum bound of the box
  74503. * @param maximum bound of the box
  74504. * @param intersectionTreshold extra extend to be added to the box in all direction
  74505. * @returns if the box was hit
  74506. */
  74507. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74508. /**
  74509. * Checks if the ray intersects a box
  74510. * @param box the bounding box to check
  74511. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74512. * @returns if the box was hit
  74513. */
  74514. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74515. /**
  74516. * If the ray hits a sphere
  74517. * @param sphere the bounding sphere to check
  74518. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74519. * @returns true if it hits the sphere
  74520. */
  74521. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74522. /**
  74523. * If the ray hits a triange
  74524. * @param vertex0 triangle vertex
  74525. * @param vertex1 triangle vertex
  74526. * @param vertex2 triangle vertex
  74527. * @returns intersection information if hit
  74528. */
  74529. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74530. /**
  74531. * Checks if ray intersects a plane
  74532. * @param plane the plane to check
  74533. * @returns the distance away it was hit
  74534. */
  74535. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74536. /**
  74537. * Calculate the intercept of a ray on a given axis
  74538. * @param axis to check 'x' | 'y' | 'z'
  74539. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74540. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74541. */
  74542. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74543. /**
  74544. * Checks if ray intersects a mesh
  74545. * @param mesh the mesh to check
  74546. * @param fastCheck if only the bounding box should checked
  74547. * @returns picking info of the intersecton
  74548. */
  74549. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74550. /**
  74551. * Checks if ray intersects a mesh
  74552. * @param meshes the meshes to check
  74553. * @param fastCheck if only the bounding box should checked
  74554. * @param results array to store result in
  74555. * @returns Array of picking infos
  74556. */
  74557. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74558. private _comparePickingInfo;
  74559. private static smallnum;
  74560. private static rayl;
  74561. /**
  74562. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74563. * @param sega the first point of the segment to test the intersection against
  74564. * @param segb the second point of the segment to test the intersection against
  74565. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74566. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74567. */
  74568. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74569. /**
  74570. * Update the ray from viewport position
  74571. * @param x position
  74572. * @param y y position
  74573. * @param viewportWidth viewport width
  74574. * @param viewportHeight viewport height
  74575. * @param world world matrix
  74576. * @param view view matrix
  74577. * @param projection projection matrix
  74578. * @returns this ray updated
  74579. */
  74580. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74581. /**
  74582. * Creates a ray with origin and direction of 0,0,0
  74583. * @returns the new ray
  74584. */
  74585. static Zero(): Ray;
  74586. /**
  74587. * Creates a new ray from screen space and viewport
  74588. * @param x position
  74589. * @param y y position
  74590. * @param viewportWidth viewport width
  74591. * @param viewportHeight viewport height
  74592. * @param world world matrix
  74593. * @param view view matrix
  74594. * @param projection projection matrix
  74595. * @returns new ray
  74596. */
  74597. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74598. /**
  74599. * 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
  74600. * transformed to the given world matrix.
  74601. * @param origin The origin point
  74602. * @param end The end point
  74603. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74604. * @returns the new ray
  74605. */
  74606. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74607. /**
  74608. * Transforms a ray by a matrix
  74609. * @param ray ray to transform
  74610. * @param matrix matrix to apply
  74611. * @returns the resulting new ray
  74612. */
  74613. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74614. /**
  74615. * Transforms a ray by a matrix
  74616. * @param ray ray to transform
  74617. * @param matrix matrix to apply
  74618. * @param result ray to store result in
  74619. */
  74620. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74621. /**
  74622. * Unproject a ray from screen space to object space
  74623. * @param sourceX defines the screen space x coordinate to use
  74624. * @param sourceY defines the screen space y coordinate to use
  74625. * @param viewportWidth defines the current width of the viewport
  74626. * @param viewportHeight defines the current height of the viewport
  74627. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74628. * @param view defines the view matrix to use
  74629. * @param projection defines the projection matrix to use
  74630. */
  74631. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74632. }
  74633. /**
  74634. * Type used to define predicate used to select faces when a mesh intersection is detected
  74635. */
  74636. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74637. interface Scene {
  74638. /** @hidden */
  74639. _tempPickingRay: Nullable<Ray>;
  74640. /** @hidden */
  74641. _cachedRayForTransform: Ray;
  74642. /** @hidden */
  74643. _pickWithRayInverseMatrix: Matrix;
  74644. /** @hidden */
  74645. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74646. /** @hidden */
  74647. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74648. }
  74649. }
  74650. declare module BABYLON {
  74651. /**
  74652. * Groups all the scene component constants in one place to ease maintenance.
  74653. * @hidden
  74654. */
  74655. export class SceneComponentConstants {
  74656. static readonly NAME_EFFECTLAYER: string;
  74657. static readonly NAME_LAYER: string;
  74658. static readonly NAME_LENSFLARESYSTEM: string;
  74659. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74660. static readonly NAME_PARTICLESYSTEM: string;
  74661. static readonly NAME_GAMEPAD: string;
  74662. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74663. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74664. static readonly NAME_DEPTHRENDERER: string;
  74665. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74666. static readonly NAME_SPRITE: string;
  74667. static readonly NAME_OUTLINERENDERER: string;
  74668. static readonly NAME_PROCEDURALTEXTURE: string;
  74669. static readonly NAME_SHADOWGENERATOR: string;
  74670. static readonly NAME_OCTREE: string;
  74671. static readonly NAME_PHYSICSENGINE: string;
  74672. static readonly NAME_AUDIO: string;
  74673. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74674. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74675. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74676. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74677. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74678. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74679. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74680. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74681. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74682. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74683. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74684. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74685. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74686. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74687. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74688. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74689. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74690. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74691. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74692. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74693. static readonly STEP_AFTERRENDER_AUDIO: number;
  74694. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74695. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74696. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74697. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74698. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74699. static readonly STEP_POINTERMOVE_SPRITE: number;
  74700. static readonly STEP_POINTERDOWN_SPRITE: number;
  74701. static readonly STEP_POINTERUP_SPRITE: number;
  74702. }
  74703. /**
  74704. * This represents a scene component.
  74705. *
  74706. * This is used to decouple the dependency the scene is having on the different workloads like
  74707. * layers, post processes...
  74708. */
  74709. export interface ISceneComponent {
  74710. /**
  74711. * The name of the component. Each component must have a unique name.
  74712. */
  74713. name: string;
  74714. /**
  74715. * The scene the component belongs to.
  74716. */
  74717. scene: Scene;
  74718. /**
  74719. * Register the component to one instance of a scene.
  74720. */
  74721. register(): void;
  74722. /**
  74723. * Rebuilds the elements related to this component in case of
  74724. * context lost for instance.
  74725. */
  74726. rebuild(): void;
  74727. /**
  74728. * Disposes the component and the associated ressources.
  74729. */
  74730. dispose(): void;
  74731. }
  74732. /**
  74733. * This represents a SERIALIZABLE scene component.
  74734. *
  74735. * This extends Scene Component to add Serialization methods on top.
  74736. */
  74737. export interface ISceneSerializableComponent extends ISceneComponent {
  74738. /**
  74739. * Adds all the elements from the container to the scene
  74740. * @param container the container holding the elements
  74741. */
  74742. addFromContainer(container: AbstractScene): void;
  74743. /**
  74744. * Removes all the elements in the container from the scene
  74745. * @param container contains the elements to remove
  74746. * @param dispose if the removed element should be disposed (default: false)
  74747. */
  74748. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74749. /**
  74750. * Serializes the component data to the specified json object
  74751. * @param serializationObject The object to serialize to
  74752. */
  74753. serialize(serializationObject: any): void;
  74754. }
  74755. /**
  74756. * Strong typing of a Mesh related stage step action
  74757. */
  74758. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74759. /**
  74760. * Strong typing of a Evaluate Sub Mesh related stage step action
  74761. */
  74762. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  74763. /**
  74764. * Strong typing of a Active Mesh related stage step action
  74765. */
  74766. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  74767. /**
  74768. * Strong typing of a Camera related stage step action
  74769. */
  74770. export type CameraStageAction = (camera: Camera) => void;
  74771. /**
  74772. * Strong typing of a Camera Frame buffer related stage step action
  74773. */
  74774. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  74775. /**
  74776. * Strong typing of a Render Target related stage step action
  74777. */
  74778. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  74779. /**
  74780. * Strong typing of a RenderingGroup related stage step action
  74781. */
  74782. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  74783. /**
  74784. * Strong typing of a Mesh Render related stage step action
  74785. */
  74786. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  74787. /**
  74788. * Strong typing of a simple stage step action
  74789. */
  74790. export type SimpleStageAction = () => void;
  74791. /**
  74792. * Strong typing of a render target action.
  74793. */
  74794. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  74795. /**
  74796. * Strong typing of a pointer move action.
  74797. */
  74798. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  74799. /**
  74800. * Strong typing of a pointer up/down action.
  74801. */
  74802. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  74803. /**
  74804. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  74805. * @hidden
  74806. */
  74807. export class Stage<T extends Function> extends Array<{
  74808. index: number;
  74809. component: ISceneComponent;
  74810. action: T;
  74811. }> {
  74812. /**
  74813. * Hide ctor from the rest of the world.
  74814. * @param items The items to add.
  74815. */
  74816. private constructor();
  74817. /**
  74818. * Creates a new Stage.
  74819. * @returns A new instance of a Stage
  74820. */
  74821. static Create<T extends Function>(): Stage<T>;
  74822. /**
  74823. * Registers a step in an ordered way in the targeted stage.
  74824. * @param index Defines the position to register the step in
  74825. * @param component Defines the component attached to the step
  74826. * @param action Defines the action to launch during the step
  74827. */
  74828. registerStep(index: number, component: ISceneComponent, action: T): void;
  74829. /**
  74830. * Clears all the steps from the stage.
  74831. */
  74832. clear(): void;
  74833. }
  74834. }
  74835. declare module BABYLON {
  74836. interface Scene {
  74837. /** @hidden */
  74838. _pointerOverSprite: Nullable<Sprite>;
  74839. /** @hidden */
  74840. _pickedDownSprite: Nullable<Sprite>;
  74841. /** @hidden */
  74842. _tempSpritePickingRay: Nullable<Ray>;
  74843. /**
  74844. * All of the sprite managers added to this scene
  74845. * @see http://doc.babylonjs.com/babylon101/sprites
  74846. */
  74847. spriteManagers: Array<ISpriteManager>;
  74848. /**
  74849. * An event triggered when sprites rendering is about to start
  74850. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74851. */
  74852. onBeforeSpritesRenderingObservable: Observable<Scene>;
  74853. /**
  74854. * An event triggered when sprites rendering is done
  74855. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  74856. */
  74857. onAfterSpritesRenderingObservable: Observable<Scene>;
  74858. /** @hidden */
  74859. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74860. /** Launch a ray to try to pick a sprite in the scene
  74861. * @param x position on screen
  74862. * @param y position on screen
  74863. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  74864. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74865. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  74866. * @returns a PickingInfo
  74867. */
  74868. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74869. /** Use the given ray to pick a sprite in the scene
  74870. * @param ray The ray (in world space) to use to pick meshes
  74871. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  74872. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  74873. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  74874. * @returns a PickingInfo
  74875. */
  74876. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  74877. /**
  74878. * Force the sprite under the pointer
  74879. * @param sprite defines the sprite to use
  74880. */
  74881. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  74882. /**
  74883. * Gets the sprite under the pointer
  74884. * @returns a Sprite or null if no sprite is under the pointer
  74885. */
  74886. getPointerOverSprite(): Nullable<Sprite>;
  74887. }
  74888. /**
  74889. * Defines the sprite scene component responsible to manage sprites
  74890. * in a given scene.
  74891. */
  74892. export class SpriteSceneComponent implements ISceneComponent {
  74893. /**
  74894. * The component name helpfull to identify the component in the list of scene components.
  74895. */
  74896. readonly name: string;
  74897. /**
  74898. * The scene the component belongs to.
  74899. */
  74900. scene: Scene;
  74901. /** @hidden */
  74902. private _spritePredicate;
  74903. /**
  74904. * Creates a new instance of the component for the given scene
  74905. * @param scene Defines the scene to register the component in
  74906. */
  74907. constructor(scene: Scene);
  74908. /**
  74909. * Registers the component in a given scene
  74910. */
  74911. register(): void;
  74912. /**
  74913. * Rebuilds the elements related to this component in case of
  74914. * context lost for instance.
  74915. */
  74916. rebuild(): void;
  74917. /**
  74918. * Disposes the component and the associated ressources.
  74919. */
  74920. dispose(): void;
  74921. private _pickSpriteButKeepRay;
  74922. private _pointerMove;
  74923. private _pointerDown;
  74924. private _pointerUp;
  74925. }
  74926. }
  74927. declare module BABYLON {
  74928. /** @hidden */
  74929. export var fogFragmentDeclaration: {
  74930. name: string;
  74931. shader: string;
  74932. };
  74933. }
  74934. declare module BABYLON {
  74935. /** @hidden */
  74936. export var fogFragment: {
  74937. name: string;
  74938. shader: string;
  74939. };
  74940. }
  74941. declare module BABYLON {
  74942. /** @hidden */
  74943. export var spritesPixelShader: {
  74944. name: string;
  74945. shader: string;
  74946. };
  74947. }
  74948. declare module BABYLON {
  74949. /** @hidden */
  74950. export var fogVertexDeclaration: {
  74951. name: string;
  74952. shader: string;
  74953. };
  74954. }
  74955. declare module BABYLON {
  74956. /** @hidden */
  74957. export var spritesVertexShader: {
  74958. name: string;
  74959. shader: string;
  74960. };
  74961. }
  74962. declare module BABYLON {
  74963. /**
  74964. * Defines the minimum interface to fullfil in order to be a sprite manager.
  74965. */
  74966. export interface ISpriteManager extends IDisposable {
  74967. /**
  74968. * Restricts the camera to viewing objects with the same layerMask.
  74969. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  74970. */
  74971. layerMask: number;
  74972. /**
  74973. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  74974. */
  74975. isPickable: boolean;
  74976. /**
  74977. * Specifies the rendering group id for this mesh (0 by default)
  74978. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  74979. */
  74980. renderingGroupId: number;
  74981. /**
  74982. * Defines the list of sprites managed by the manager.
  74983. */
  74984. sprites: Array<Sprite>;
  74985. /**
  74986. * Tests the intersection of a sprite with a specific ray.
  74987. * @param ray The ray we are sending to test the collision
  74988. * @param camera The camera space we are sending rays in
  74989. * @param predicate A predicate allowing excluding sprites from the list of object to test
  74990. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  74991. * @returns picking info or null.
  74992. */
  74993. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  74994. /**
  74995. * Renders the list of sprites on screen.
  74996. */
  74997. render(): void;
  74998. }
  74999. /**
  75000. * Class used to manage multiple sprites on the same spritesheet
  75001. * @see http://doc.babylonjs.com/babylon101/sprites
  75002. */
  75003. export class SpriteManager implements ISpriteManager {
  75004. /** defines the manager's name */
  75005. name: string;
  75006. /** Gets the list of sprites */
  75007. sprites: Sprite[];
  75008. /** Gets or sets the rendering group id (0 by default) */
  75009. renderingGroupId: number;
  75010. /** Gets or sets camera layer mask */
  75011. layerMask: number;
  75012. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75013. fogEnabled: boolean;
  75014. /** Gets or sets a boolean indicating if the sprites are pickable */
  75015. isPickable: boolean;
  75016. /** Defines the default width of a cell in the spritesheet */
  75017. cellWidth: number;
  75018. /** Defines the default height of a cell in the spritesheet */
  75019. cellHeight: number;
  75020. /**
  75021. * An event triggered when the manager is disposed.
  75022. */
  75023. onDisposeObservable: Observable<SpriteManager>;
  75024. private _onDisposeObserver;
  75025. /**
  75026. * Callback called when the manager is disposed
  75027. */
  75028. onDispose: () => void;
  75029. private _capacity;
  75030. private _spriteTexture;
  75031. private _epsilon;
  75032. private _scene;
  75033. private _vertexData;
  75034. private _buffer;
  75035. private _vertexBuffers;
  75036. private _indexBuffer;
  75037. private _effectBase;
  75038. private _effectFog;
  75039. /**
  75040. * Gets or sets the spritesheet texture
  75041. */
  75042. texture: Texture;
  75043. /**
  75044. * Creates a new sprite manager
  75045. * @param name defines the manager's name
  75046. * @param imgUrl defines the sprite sheet url
  75047. * @param capacity defines the maximum allowed number of sprites
  75048. * @param cellSize defines the size of a sprite cell
  75049. * @param scene defines the hosting scene
  75050. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75051. * @param samplingMode defines the smapling mode to use with spritesheet
  75052. */
  75053. constructor(
  75054. /** defines the manager's name */
  75055. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75056. private _appendSpriteVertex;
  75057. /**
  75058. * Intersects the sprites with a ray
  75059. * @param ray defines the ray to intersect with
  75060. * @param camera defines the current active camera
  75061. * @param predicate defines a predicate used to select candidate sprites
  75062. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75063. * @returns null if no hit or a PickingInfo
  75064. */
  75065. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75066. /**
  75067. * Render all child sprites
  75068. */
  75069. render(): void;
  75070. /**
  75071. * Release associated resources
  75072. */
  75073. dispose(): void;
  75074. }
  75075. }
  75076. declare module BABYLON {
  75077. /**
  75078. * Class used to represent a sprite
  75079. * @see http://doc.babylonjs.com/babylon101/sprites
  75080. */
  75081. export class Sprite {
  75082. /** defines the name */
  75083. name: string;
  75084. /** Gets or sets the current world position */
  75085. position: Vector3;
  75086. /** Gets or sets the main color */
  75087. color: Color4;
  75088. /** Gets or sets the width */
  75089. width: number;
  75090. /** Gets or sets the height */
  75091. height: number;
  75092. /** Gets or sets rotation angle */
  75093. angle: number;
  75094. /** Gets or sets the cell index in the sprite sheet */
  75095. cellIndex: number;
  75096. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75097. invertU: number;
  75098. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75099. invertV: number;
  75100. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75101. disposeWhenFinishedAnimating: boolean;
  75102. /** Gets the list of attached animations */
  75103. animations: Animation[];
  75104. /** Gets or sets a boolean indicating if the sprite can be picked */
  75105. isPickable: boolean;
  75106. /**
  75107. * Gets or sets the associated action manager
  75108. */
  75109. actionManager: Nullable<ActionManager>;
  75110. private _animationStarted;
  75111. private _loopAnimation;
  75112. private _fromIndex;
  75113. private _toIndex;
  75114. private _delay;
  75115. private _direction;
  75116. private _manager;
  75117. private _time;
  75118. private _onAnimationEnd;
  75119. /**
  75120. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75121. */
  75122. isVisible: boolean;
  75123. /**
  75124. * Gets or sets the sprite size
  75125. */
  75126. size: number;
  75127. /**
  75128. * Creates a new Sprite
  75129. * @param name defines the name
  75130. * @param manager defines the manager
  75131. */
  75132. constructor(
  75133. /** defines the name */
  75134. name: string, manager: ISpriteManager);
  75135. /**
  75136. * Starts an animation
  75137. * @param from defines the initial key
  75138. * @param to defines the end key
  75139. * @param loop defines if the animation must loop
  75140. * @param delay defines the start delay (in ms)
  75141. * @param onAnimationEnd defines a callback to call when animation ends
  75142. */
  75143. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75144. /** Stops current animation (if any) */
  75145. stopAnimation(): void;
  75146. /** @hidden */
  75147. _animate(deltaTime: number): void;
  75148. /** Release associated resources */
  75149. dispose(): void;
  75150. }
  75151. }
  75152. declare module BABYLON {
  75153. /**
  75154. * Information about the result of picking within a scene
  75155. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75156. */
  75157. export class PickingInfo {
  75158. /** @hidden */
  75159. _pickingUnavailable: boolean;
  75160. /**
  75161. * If the pick collided with an object
  75162. */
  75163. hit: boolean;
  75164. /**
  75165. * Distance away where the pick collided
  75166. */
  75167. distance: number;
  75168. /**
  75169. * The location of pick collision
  75170. */
  75171. pickedPoint: Nullable<Vector3>;
  75172. /**
  75173. * The mesh corresponding the the pick collision
  75174. */
  75175. pickedMesh: Nullable<AbstractMesh>;
  75176. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75177. bu: number;
  75178. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75179. bv: number;
  75180. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75181. faceId: number;
  75182. /** Id of the the submesh that was picked */
  75183. subMeshId: number;
  75184. /** If a sprite was picked, this will be the sprite the pick collided with */
  75185. pickedSprite: Nullable<Sprite>;
  75186. /**
  75187. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75188. */
  75189. originMesh: Nullable<AbstractMesh>;
  75190. /**
  75191. * The ray that was used to perform the picking.
  75192. */
  75193. ray: Nullable<Ray>;
  75194. /**
  75195. * Gets the normal correspodning to the face the pick collided with
  75196. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75197. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75198. * @returns The normal correspodning to the face the pick collided with
  75199. */
  75200. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75201. /**
  75202. * Gets the texture coordinates of where the pick occured
  75203. * @returns the vector containing the coordnates of the texture
  75204. */
  75205. getTextureCoordinates(): Nullable<Vector2>;
  75206. }
  75207. }
  75208. declare module BABYLON {
  75209. /**
  75210. * Gather the list of pointer event types as constants.
  75211. */
  75212. export class PointerEventTypes {
  75213. /**
  75214. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  75215. */
  75216. static readonly POINTERDOWN: number;
  75217. /**
  75218. * The pointerup event is fired when a pointer is no longer active.
  75219. */
  75220. static readonly POINTERUP: number;
  75221. /**
  75222. * The pointermove event is fired when a pointer changes coordinates.
  75223. */
  75224. static readonly POINTERMOVE: number;
  75225. /**
  75226. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75227. */
  75228. static readonly POINTERWHEEL: number;
  75229. /**
  75230. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75231. */
  75232. static readonly POINTERPICK: number;
  75233. /**
  75234. * The pointertap event is fired when a the object has been touched and released without drag.
  75235. */
  75236. static readonly POINTERTAP: number;
  75237. /**
  75238. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75239. */
  75240. static readonly POINTERDOUBLETAP: number;
  75241. }
  75242. /**
  75243. * Base class of pointer info types.
  75244. */
  75245. export class PointerInfoBase {
  75246. /**
  75247. * Defines the type of event (PointerEventTypes)
  75248. */
  75249. type: number;
  75250. /**
  75251. * Defines the related dom event
  75252. */
  75253. event: PointerEvent | MouseWheelEvent;
  75254. /**
  75255. * Instantiates the base class of pointers info.
  75256. * @param type Defines the type of event (PointerEventTypes)
  75257. * @param event Defines the related dom event
  75258. */
  75259. constructor(
  75260. /**
  75261. * Defines the type of event (PointerEventTypes)
  75262. */
  75263. type: number,
  75264. /**
  75265. * Defines the related dom event
  75266. */
  75267. event: PointerEvent | MouseWheelEvent);
  75268. }
  75269. /**
  75270. * This class is used to store pointer related info for the onPrePointerObservable event.
  75271. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75272. */
  75273. export class PointerInfoPre extends PointerInfoBase {
  75274. /**
  75275. * Ray from a pointer if availible (eg. 6dof controller)
  75276. */
  75277. ray: Nullable<Ray>;
  75278. /**
  75279. * Defines the local position of the pointer on the canvas.
  75280. */
  75281. localPosition: Vector2;
  75282. /**
  75283. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75284. */
  75285. skipOnPointerObservable: boolean;
  75286. /**
  75287. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75288. * @param type Defines the type of event (PointerEventTypes)
  75289. * @param event Defines the related dom event
  75290. * @param localX Defines the local x coordinates of the pointer when the event occured
  75291. * @param localY Defines the local y coordinates of the pointer when the event occured
  75292. */
  75293. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75294. }
  75295. /**
  75296. * This type contains all the data related to a pointer event in Babylon.js.
  75297. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  75298. */
  75299. export class PointerInfo extends PointerInfoBase {
  75300. /**
  75301. * Defines the picking info associated to the info (if any)\
  75302. */
  75303. pickInfo: Nullable<PickingInfo>;
  75304. /**
  75305. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75306. * @param type Defines the type of event (PointerEventTypes)
  75307. * @param event Defines the related dom event
  75308. * @param pickInfo Defines the picking info associated to the info (if any)\
  75309. */
  75310. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75311. /**
  75312. * Defines the picking info associated to the info (if any)\
  75313. */
  75314. pickInfo: Nullable<PickingInfo>);
  75315. }
  75316. /**
  75317. * Data relating to a touch event on the screen.
  75318. */
  75319. export interface PointerTouch {
  75320. /**
  75321. * X coordinate of touch.
  75322. */
  75323. x: number;
  75324. /**
  75325. * Y coordinate of touch.
  75326. */
  75327. y: number;
  75328. /**
  75329. * Id of touch. Unique for each finger.
  75330. */
  75331. pointerId: number;
  75332. /**
  75333. * Event type passed from DOM.
  75334. */
  75335. type: any;
  75336. }
  75337. }
  75338. declare module BABYLON {
  75339. /**
  75340. * Manage the mouse inputs to control the movement of a free camera.
  75341. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75342. */
  75343. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75344. /**
  75345. * Define if touch is enabled in the mouse input
  75346. */
  75347. touchEnabled: boolean;
  75348. /**
  75349. * Defines the camera the input is attached to.
  75350. */
  75351. camera: FreeCamera;
  75352. /**
  75353. * Defines the buttons associated with the input to handle camera move.
  75354. */
  75355. buttons: number[];
  75356. /**
  75357. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75358. */
  75359. angularSensibility: number;
  75360. private _pointerInput;
  75361. private _onMouseMove;
  75362. private _observer;
  75363. private previousPosition;
  75364. /**
  75365. * Observable for when a pointer move event occurs containing the move offset
  75366. */
  75367. onPointerMovedObservable: Observable<{
  75368. offsetX: number;
  75369. offsetY: number;
  75370. }>;
  75371. /**
  75372. * @hidden
  75373. * If the camera should be rotated automatically based on pointer movement
  75374. */
  75375. _allowCameraRotation: boolean;
  75376. /**
  75377. * Manage the mouse inputs to control the movement of a free camera.
  75378. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75379. * @param touchEnabled Defines if touch is enabled or not
  75380. */
  75381. constructor(
  75382. /**
  75383. * Define if touch is enabled in the mouse input
  75384. */
  75385. touchEnabled?: boolean);
  75386. /**
  75387. * Attach the input controls to a specific dom element to get the input from.
  75388. * @param element Defines the element the controls should be listened from
  75389. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75390. */
  75391. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75392. /**
  75393. * Called on JS contextmenu event.
  75394. * Override this method to provide functionality.
  75395. */
  75396. protected onContextMenu(evt: PointerEvent): void;
  75397. /**
  75398. * Detach the current controls from the specified dom element.
  75399. * @param element Defines the element to stop listening the inputs from
  75400. */
  75401. detachControl(element: Nullable<HTMLElement>): void;
  75402. /**
  75403. * Gets the class name of the current intput.
  75404. * @returns the class name
  75405. */
  75406. getClassName(): string;
  75407. /**
  75408. * Get the friendly name associated with the input class.
  75409. * @returns the input friendly name
  75410. */
  75411. getSimpleName(): string;
  75412. }
  75413. }
  75414. declare module BABYLON {
  75415. /**
  75416. * Manage the touch inputs to control the movement of a free camera.
  75417. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75418. */
  75419. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75420. /**
  75421. * Defines the camera the input is attached to.
  75422. */
  75423. camera: FreeCamera;
  75424. /**
  75425. * Defines the touch sensibility for rotation.
  75426. * The higher the faster.
  75427. */
  75428. touchAngularSensibility: number;
  75429. /**
  75430. * Defines the touch sensibility for move.
  75431. * The higher the faster.
  75432. */
  75433. touchMoveSensibility: number;
  75434. private _offsetX;
  75435. private _offsetY;
  75436. private _pointerPressed;
  75437. private _pointerInput;
  75438. private _observer;
  75439. private _onLostFocus;
  75440. /**
  75441. * Attach the input controls to a specific dom element to get the input from.
  75442. * @param element Defines the element the controls should be listened from
  75443. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75444. */
  75445. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75446. /**
  75447. * Detach the current controls from the specified dom element.
  75448. * @param element Defines the element to stop listening the inputs from
  75449. */
  75450. detachControl(element: Nullable<HTMLElement>): void;
  75451. /**
  75452. * Update the current camera state depending on the inputs that have been used this frame.
  75453. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75454. */
  75455. checkInputs(): void;
  75456. /**
  75457. * Gets the class name of the current intput.
  75458. * @returns the class name
  75459. */
  75460. getClassName(): string;
  75461. /**
  75462. * Get the friendly name associated with the input class.
  75463. * @returns the input friendly name
  75464. */
  75465. getSimpleName(): string;
  75466. }
  75467. }
  75468. declare module BABYLON {
  75469. /**
  75470. * Default Inputs manager for the FreeCamera.
  75471. * It groups all the default supported inputs for ease of use.
  75472. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75473. */
  75474. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75475. /**
  75476. * @hidden
  75477. */
  75478. _mouseInput: Nullable<FreeCameraMouseInput>;
  75479. /**
  75480. * Instantiates a new FreeCameraInputsManager.
  75481. * @param camera Defines the camera the inputs belong to
  75482. */
  75483. constructor(camera: FreeCamera);
  75484. /**
  75485. * Add keyboard input support to the input manager.
  75486. * @returns the current input manager
  75487. */
  75488. addKeyboard(): FreeCameraInputsManager;
  75489. /**
  75490. * Add mouse input support to the input manager.
  75491. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75492. * @returns the current input manager
  75493. */
  75494. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75495. /**
  75496. * Removes the mouse input support from the manager
  75497. * @returns the current input manager
  75498. */
  75499. removeMouse(): FreeCameraInputsManager;
  75500. /**
  75501. * Add touch input support to the input manager.
  75502. * @returns the current input manager
  75503. */
  75504. addTouch(): FreeCameraInputsManager;
  75505. /**
  75506. * Remove all attached input methods from a camera
  75507. */
  75508. clear(): void;
  75509. }
  75510. }
  75511. declare module BABYLON {
  75512. /**
  75513. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75514. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75515. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75516. */
  75517. export class FreeCamera extends TargetCamera {
  75518. /**
  75519. * Define the collision ellipsoid of the camera.
  75520. * This is helpful to simulate a camera body like the player body around the camera
  75521. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75522. */
  75523. ellipsoid: Vector3;
  75524. /**
  75525. * Define an offset for the position of the ellipsoid around the camera.
  75526. * This can be helpful to determine the center of the body near the gravity center of the body
  75527. * instead of its head.
  75528. */
  75529. ellipsoidOffset: Vector3;
  75530. /**
  75531. * Enable or disable collisions of the camera with the rest of the scene objects.
  75532. */
  75533. checkCollisions: boolean;
  75534. /**
  75535. * Enable or disable gravity on the camera.
  75536. */
  75537. applyGravity: boolean;
  75538. /**
  75539. * Define the input manager associated to the camera.
  75540. */
  75541. inputs: FreeCameraInputsManager;
  75542. /**
  75543. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75544. * Higher values reduce sensitivity.
  75545. */
  75546. /**
  75547. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75548. * Higher values reduce sensitivity.
  75549. */
  75550. angularSensibility: number;
  75551. /**
  75552. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75553. */
  75554. keysUp: number[];
  75555. /**
  75556. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75557. */
  75558. keysDown: number[];
  75559. /**
  75560. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75561. */
  75562. keysLeft: number[];
  75563. /**
  75564. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75565. */
  75566. keysRight: number[];
  75567. /**
  75568. * Event raised when the camera collide with a mesh in the scene.
  75569. */
  75570. onCollide: (collidedMesh: AbstractMesh) => void;
  75571. private _collider;
  75572. private _needMoveForGravity;
  75573. private _oldPosition;
  75574. private _diffPosition;
  75575. private _newPosition;
  75576. /** @hidden */
  75577. _localDirection: Vector3;
  75578. /** @hidden */
  75579. _transformedDirection: Vector3;
  75580. /**
  75581. * Instantiates a Free Camera.
  75582. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75583. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75584. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75585. * @param name Define the name of the camera in the scene
  75586. * @param position Define the start position of the camera in the scene
  75587. * @param scene Define the scene the camera belongs to
  75588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75589. */
  75590. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75591. /**
  75592. * Attached controls to the current camera.
  75593. * @param element Defines the element the controls should be listened from
  75594. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75595. */
  75596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75597. /**
  75598. * Detach the current controls from the camera.
  75599. * The camera will stop reacting to inputs.
  75600. * @param element Defines the element to stop listening the inputs from
  75601. */
  75602. detachControl(element: HTMLElement): void;
  75603. private _collisionMask;
  75604. /**
  75605. * Define a collision mask to limit the list of object the camera can collide with
  75606. */
  75607. collisionMask: number;
  75608. /** @hidden */
  75609. _collideWithWorld(displacement: Vector3): void;
  75610. private _onCollisionPositionChange;
  75611. /** @hidden */
  75612. _checkInputs(): void;
  75613. /** @hidden */
  75614. _decideIfNeedsToMove(): boolean;
  75615. /** @hidden */
  75616. _updatePosition(): void;
  75617. /**
  75618. * Destroy the camera and release the current resources hold by it.
  75619. */
  75620. dispose(): void;
  75621. /**
  75622. * Gets the current object class name.
  75623. * @return the class name
  75624. */
  75625. getClassName(): string;
  75626. }
  75627. }
  75628. declare module BABYLON {
  75629. /**
  75630. * Represents a gamepad control stick position
  75631. */
  75632. export class StickValues {
  75633. /**
  75634. * The x component of the control stick
  75635. */
  75636. x: number;
  75637. /**
  75638. * The y component of the control stick
  75639. */
  75640. y: number;
  75641. /**
  75642. * Initializes the gamepad x and y control stick values
  75643. * @param x The x component of the gamepad control stick value
  75644. * @param y The y component of the gamepad control stick value
  75645. */
  75646. constructor(
  75647. /**
  75648. * The x component of the control stick
  75649. */
  75650. x: number,
  75651. /**
  75652. * The y component of the control stick
  75653. */
  75654. y: number);
  75655. }
  75656. /**
  75657. * An interface which manages callbacks for gamepad button changes
  75658. */
  75659. export interface GamepadButtonChanges {
  75660. /**
  75661. * Called when a gamepad has been changed
  75662. */
  75663. changed: boolean;
  75664. /**
  75665. * Called when a gamepad press event has been triggered
  75666. */
  75667. pressChanged: boolean;
  75668. /**
  75669. * Called when a touch event has been triggered
  75670. */
  75671. touchChanged: boolean;
  75672. /**
  75673. * Called when a value has changed
  75674. */
  75675. valueChanged: boolean;
  75676. }
  75677. /**
  75678. * Represents a gamepad
  75679. */
  75680. export class Gamepad {
  75681. /**
  75682. * The id of the gamepad
  75683. */
  75684. id: string;
  75685. /**
  75686. * The index of the gamepad
  75687. */
  75688. index: number;
  75689. /**
  75690. * The browser gamepad
  75691. */
  75692. browserGamepad: any;
  75693. /**
  75694. * Specifies what type of gamepad this represents
  75695. */
  75696. type: number;
  75697. private _leftStick;
  75698. private _rightStick;
  75699. /** @hidden */
  75700. _isConnected: boolean;
  75701. private _leftStickAxisX;
  75702. private _leftStickAxisY;
  75703. private _rightStickAxisX;
  75704. private _rightStickAxisY;
  75705. /**
  75706. * Triggered when the left control stick has been changed
  75707. */
  75708. private _onleftstickchanged;
  75709. /**
  75710. * Triggered when the right control stick has been changed
  75711. */
  75712. private _onrightstickchanged;
  75713. /**
  75714. * Represents a gamepad controller
  75715. */
  75716. static GAMEPAD: number;
  75717. /**
  75718. * Represents a generic controller
  75719. */
  75720. static GENERIC: number;
  75721. /**
  75722. * Represents an XBox controller
  75723. */
  75724. static XBOX: number;
  75725. /**
  75726. * Represents a pose-enabled controller
  75727. */
  75728. static POSE_ENABLED: number;
  75729. /**
  75730. * Specifies whether the left control stick should be Y-inverted
  75731. */
  75732. protected _invertLeftStickY: boolean;
  75733. /**
  75734. * Specifies if the gamepad has been connected
  75735. */
  75736. readonly isConnected: boolean;
  75737. /**
  75738. * Initializes the gamepad
  75739. * @param id The id of the gamepad
  75740. * @param index The index of the gamepad
  75741. * @param browserGamepad The browser gamepad
  75742. * @param leftStickX The x component of the left joystick
  75743. * @param leftStickY The y component of the left joystick
  75744. * @param rightStickX The x component of the right joystick
  75745. * @param rightStickY The y component of the right joystick
  75746. */
  75747. constructor(
  75748. /**
  75749. * The id of the gamepad
  75750. */
  75751. id: string,
  75752. /**
  75753. * The index of the gamepad
  75754. */
  75755. index: number,
  75756. /**
  75757. * The browser gamepad
  75758. */
  75759. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75760. /**
  75761. * Callback triggered when the left joystick has changed
  75762. * @param callback
  75763. */
  75764. onleftstickchanged(callback: (values: StickValues) => void): void;
  75765. /**
  75766. * Callback triggered when the right joystick has changed
  75767. * @param callback
  75768. */
  75769. onrightstickchanged(callback: (values: StickValues) => void): void;
  75770. /**
  75771. * Gets the left joystick
  75772. */
  75773. /**
  75774. * Sets the left joystick values
  75775. */
  75776. leftStick: StickValues;
  75777. /**
  75778. * Gets the right joystick
  75779. */
  75780. /**
  75781. * Sets the right joystick value
  75782. */
  75783. rightStick: StickValues;
  75784. /**
  75785. * Updates the gamepad joystick positions
  75786. */
  75787. update(): void;
  75788. /**
  75789. * Disposes the gamepad
  75790. */
  75791. dispose(): void;
  75792. }
  75793. /**
  75794. * Represents a generic gamepad
  75795. */
  75796. export class GenericPad extends Gamepad {
  75797. private _buttons;
  75798. private _onbuttondown;
  75799. private _onbuttonup;
  75800. /**
  75801. * Observable triggered when a button has been pressed
  75802. */
  75803. onButtonDownObservable: Observable<number>;
  75804. /**
  75805. * Observable triggered when a button has been released
  75806. */
  75807. onButtonUpObservable: Observable<number>;
  75808. /**
  75809. * Callback triggered when a button has been pressed
  75810. * @param callback Called when a button has been pressed
  75811. */
  75812. onbuttondown(callback: (buttonPressed: number) => void): void;
  75813. /**
  75814. * Callback triggered when a button has been released
  75815. * @param callback Called when a button has been released
  75816. */
  75817. onbuttonup(callback: (buttonReleased: number) => void): void;
  75818. /**
  75819. * Initializes the generic gamepad
  75820. * @param id The id of the generic gamepad
  75821. * @param index The index of the generic gamepad
  75822. * @param browserGamepad The browser gamepad
  75823. */
  75824. constructor(id: string, index: number, browserGamepad: any);
  75825. private _setButtonValue;
  75826. /**
  75827. * Updates the generic gamepad
  75828. */
  75829. update(): void;
  75830. /**
  75831. * Disposes the generic gamepad
  75832. */
  75833. dispose(): void;
  75834. }
  75835. }
  75836. declare module BABYLON {
  75837. interface Engine {
  75838. /**
  75839. * Creates a raw texture
  75840. * @param data defines the data to store in the texture
  75841. * @param width defines the width of the texture
  75842. * @param height defines the height of the texture
  75843. * @param format defines the format of the data
  75844. * @param generateMipMaps defines if the engine should generate the mip levels
  75845. * @param invertY defines if data must be stored with Y axis inverted
  75846. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  75847. * @param compression defines the compression used (null by default)
  75848. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75849. * @returns the raw texture inside an InternalTexture
  75850. */
  75851. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  75852. /**
  75853. * Update a raw texture
  75854. * @param texture defines the texture to update
  75855. * @param data defines the data to store in the texture
  75856. * @param format defines the format of the data
  75857. * @param invertY defines if data must be stored with Y axis inverted
  75858. */
  75859. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75860. /**
  75861. * Update a raw texture
  75862. * @param texture defines the texture to update
  75863. * @param data defines the data to store in the texture
  75864. * @param format defines the format of the data
  75865. * @param invertY defines if data must be stored with Y axis inverted
  75866. * @param compression defines the compression used (null by default)
  75867. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75868. */
  75869. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  75870. /**
  75871. * Creates a new raw cube texture
  75872. * @param data defines the array of data to use to create each face
  75873. * @param size defines the size of the textures
  75874. * @param format defines the format of the data
  75875. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75876. * @param generateMipMaps defines if the engine should generate the mip levels
  75877. * @param invertY defines if data must be stored with Y axis inverted
  75878. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75879. * @param compression defines the compression used (null by default)
  75880. * @returns the cube texture as an InternalTexture
  75881. */
  75882. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  75883. /**
  75884. * Update a raw cube texture
  75885. * @param texture defines the texture to udpdate
  75886. * @param data defines the data to store
  75887. * @param format defines the data format
  75888. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75889. * @param invertY defines if data must be stored with Y axis inverted
  75890. */
  75891. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  75892. /**
  75893. * Update a raw cube texture
  75894. * @param texture defines the texture to udpdate
  75895. * @param data defines the data to store
  75896. * @param format defines the data format
  75897. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75898. * @param invertY defines if data must be stored with Y axis inverted
  75899. * @param compression defines the compression used (null by default)
  75900. */
  75901. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  75902. /**
  75903. * Update a raw cube texture
  75904. * @param texture defines the texture to udpdate
  75905. * @param data defines the data to store
  75906. * @param format defines the data format
  75907. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  75908. * @param invertY defines if data must be stored with Y axis inverted
  75909. * @param compression defines the compression used (null by default)
  75910. * @param level defines which level of the texture to update
  75911. */
  75912. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  75913. /**
  75914. * Creates a new raw cube texture from a specified url
  75915. * @param url defines the url where the data is located
  75916. * @param scene defines the current scene
  75917. * @param size defines the size of the textures
  75918. * @param format defines the format of the data
  75919. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75920. * @param noMipmap defines if the engine should avoid generating the mip levels
  75921. * @param callback defines a callback used to extract texture data from loaded data
  75922. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75923. * @param onLoad defines a callback called when texture is loaded
  75924. * @param onError defines a callback called if there is an error
  75925. * @returns the cube texture as an InternalTexture
  75926. */
  75927. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  75928. /**
  75929. * Creates a new raw cube texture from a specified url
  75930. * @param url defines the url where the data is located
  75931. * @param scene defines the current scene
  75932. * @param size defines the size of the textures
  75933. * @param format defines the format of the data
  75934. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  75935. * @param noMipmap defines if the engine should avoid generating the mip levels
  75936. * @param callback defines a callback used to extract texture data from loaded data
  75937. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  75938. * @param onLoad defines a callback called when texture is loaded
  75939. * @param onError defines a callback called if there is an error
  75940. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75941. * @param invertY defines if data must be stored with Y axis inverted
  75942. * @returns the cube texture as an InternalTexture
  75943. */
  75944. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  75945. /**
  75946. * Creates a new raw 3D texture
  75947. * @param data defines the data used to create the texture
  75948. * @param width defines the width of the texture
  75949. * @param height defines the height of the texture
  75950. * @param depth defines the depth of the texture
  75951. * @param format defines the format of the texture
  75952. * @param generateMipMaps defines if the engine must generate mip levels
  75953. * @param invertY defines if data must be stored with Y axis inverted
  75954. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  75955. * @param compression defines the compressed used (can be null)
  75956. * @param textureType defines the compressed used (can be null)
  75957. * @returns a new raw 3D texture (stored in an InternalTexture)
  75958. */
  75959. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  75960. /**
  75961. * Update a raw 3D texture
  75962. * @param texture defines the texture to update
  75963. * @param data defines the data to store
  75964. * @param format defines the data format
  75965. * @param invertY defines if data must be stored with Y axis inverted
  75966. */
  75967. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  75968. /**
  75969. * Update a raw 3D texture
  75970. * @param texture defines the texture to update
  75971. * @param data defines the data to store
  75972. * @param format defines the data format
  75973. * @param invertY defines if data must be stored with Y axis inverted
  75974. * @param compression defines the used compression (can be null)
  75975. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75976. */
  75977. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  75978. }
  75979. }
  75980. declare module BABYLON {
  75981. /**
  75982. * Raw texture can help creating a texture directly from an array of data.
  75983. * This can be super useful if you either get the data from an uncompressed source or
  75984. * if you wish to create your texture pixel by pixel.
  75985. */
  75986. export class RawTexture extends Texture {
  75987. /**
  75988. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75989. */
  75990. format: number;
  75991. private _engine;
  75992. /**
  75993. * Instantiates a new RawTexture.
  75994. * Raw texture can help creating a texture directly from an array of data.
  75995. * This can be super useful if you either get the data from an uncompressed source or
  75996. * if you wish to create your texture pixel by pixel.
  75997. * @param data define the array of data to use to create the texture
  75998. * @param width define the width of the texture
  75999. * @param height define the height of the texture
  76000. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76001. * @param scene define the scene the texture belongs to
  76002. * @param generateMipMaps define whether mip maps should be generated or not
  76003. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76004. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76005. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76006. */
  76007. constructor(data: ArrayBufferView, width: number, height: number,
  76008. /**
  76009. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76010. */
  76011. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76012. /**
  76013. * Updates the texture underlying data.
  76014. * @param data Define the new data of the texture
  76015. */
  76016. update(data: ArrayBufferView): void;
  76017. /**
  76018. * Creates a luminance texture from some data.
  76019. * @param data Define the texture data
  76020. * @param width Define the width of the texture
  76021. * @param height Define the height of the texture
  76022. * @param scene Define the scene the texture belongs to
  76023. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76024. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76025. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76026. * @returns the luminance texture
  76027. */
  76028. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76029. /**
  76030. * Creates a luminance alpha texture from some data.
  76031. * @param data Define the texture data
  76032. * @param width Define the width of the texture
  76033. * @param height Define the height of the texture
  76034. * @param scene Define the scene the texture belongs to
  76035. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76036. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76037. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76038. * @returns the luminance alpha texture
  76039. */
  76040. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76041. /**
  76042. * Creates an alpha texture from some data.
  76043. * @param data Define the texture data
  76044. * @param width Define the width of the texture
  76045. * @param height Define the height of the texture
  76046. * @param scene Define the scene the texture belongs to
  76047. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76048. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76049. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76050. * @returns the alpha texture
  76051. */
  76052. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76053. /**
  76054. * Creates a RGB texture from some data.
  76055. * @param data Define the texture data
  76056. * @param width Define the width of the texture
  76057. * @param height Define the height of the texture
  76058. * @param scene Define the scene the texture belongs to
  76059. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76060. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76061. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76062. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76063. * @returns the RGB alpha texture
  76064. */
  76065. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76066. /**
  76067. * Creates a RGBA texture from some data.
  76068. * @param data Define the texture data
  76069. * @param width Define the width of the texture
  76070. * @param height Define the height of the texture
  76071. * @param scene Define the scene the texture belongs to
  76072. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76073. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76074. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76075. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76076. * @returns the RGBA texture
  76077. */
  76078. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76079. /**
  76080. * Creates a R texture from some data.
  76081. * @param data Define the texture data
  76082. * @param width Define the width of the texture
  76083. * @param height Define the height of the texture
  76084. * @param scene Define the scene the texture belongs to
  76085. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76086. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76087. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76088. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76089. * @returns the R texture
  76090. */
  76091. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76092. }
  76093. }
  76094. declare module BABYLON {
  76095. /**
  76096. * Interface for the size containing width and height
  76097. */
  76098. export interface ISize {
  76099. /**
  76100. * Width
  76101. */
  76102. width: number;
  76103. /**
  76104. * Heighht
  76105. */
  76106. height: number;
  76107. }
  76108. /**
  76109. * Size containing widht and height
  76110. */
  76111. export class Size implements ISize {
  76112. /**
  76113. * Width
  76114. */
  76115. width: number;
  76116. /**
  76117. * Height
  76118. */
  76119. height: number;
  76120. /**
  76121. * Creates a Size object from the given width and height (floats).
  76122. * @param width width of the new size
  76123. * @param height height of the new size
  76124. */
  76125. constructor(width: number, height: number);
  76126. /**
  76127. * Returns a string with the Size width and height
  76128. * @returns a string with the Size width and height
  76129. */
  76130. toString(): string;
  76131. /**
  76132. * "Size"
  76133. * @returns the string "Size"
  76134. */
  76135. getClassName(): string;
  76136. /**
  76137. * Returns the Size hash code.
  76138. * @returns a hash code for a unique width and height
  76139. */
  76140. getHashCode(): number;
  76141. /**
  76142. * Updates the current size from the given one.
  76143. * @param src the given size
  76144. */
  76145. copyFrom(src: Size): void;
  76146. /**
  76147. * Updates in place the current Size from the given floats.
  76148. * @param width width of the new size
  76149. * @param height height of the new size
  76150. * @returns the updated Size.
  76151. */
  76152. copyFromFloats(width: number, height: number): Size;
  76153. /**
  76154. * Updates in place the current Size from the given floats.
  76155. * @param width width to set
  76156. * @param height height to set
  76157. * @returns the updated Size.
  76158. */
  76159. set(width: number, height: number): Size;
  76160. /**
  76161. * Multiplies the width and height by numbers
  76162. * @param w factor to multiple the width by
  76163. * @param h factor to multiple the height by
  76164. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76165. */
  76166. multiplyByFloats(w: number, h: number): Size;
  76167. /**
  76168. * Clones the size
  76169. * @returns a new Size copied from the given one.
  76170. */
  76171. clone(): Size;
  76172. /**
  76173. * True if the current Size and the given one width and height are strictly equal.
  76174. * @param other the other size to compare against
  76175. * @returns True if the current Size and the given one width and height are strictly equal.
  76176. */
  76177. equals(other: Size): boolean;
  76178. /**
  76179. * The surface of the Size : width * height (float).
  76180. */
  76181. readonly surface: number;
  76182. /**
  76183. * Create a new size of zero
  76184. * @returns a new Size set to (0.0, 0.0)
  76185. */
  76186. static Zero(): Size;
  76187. /**
  76188. * Sums the width and height of two sizes
  76189. * @param otherSize size to add to this size
  76190. * @returns a new Size set as the addition result of the current Size and the given one.
  76191. */
  76192. add(otherSize: Size): Size;
  76193. /**
  76194. * Subtracts the width and height of two
  76195. * @param otherSize size to subtract to this size
  76196. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76197. */
  76198. subtract(otherSize: Size): Size;
  76199. /**
  76200. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76201. * @param start starting size to lerp between
  76202. * @param end end size to lerp between
  76203. * @param amount amount to lerp between the start and end values
  76204. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76205. */
  76206. static Lerp(start: Size, end: Size, amount: number): Size;
  76207. }
  76208. }
  76209. declare module BABYLON {
  76210. /**
  76211. * Defines a runtime animation
  76212. */
  76213. export class RuntimeAnimation {
  76214. private _events;
  76215. /**
  76216. * The current frame of the runtime animation
  76217. */
  76218. private _currentFrame;
  76219. /**
  76220. * The animation used by the runtime animation
  76221. */
  76222. private _animation;
  76223. /**
  76224. * The target of the runtime animation
  76225. */
  76226. private _target;
  76227. /**
  76228. * The initiating animatable
  76229. */
  76230. private _host;
  76231. /**
  76232. * The original value of the runtime animation
  76233. */
  76234. private _originalValue;
  76235. /**
  76236. * The original blend value of the runtime animation
  76237. */
  76238. private _originalBlendValue;
  76239. /**
  76240. * The offsets cache of the runtime animation
  76241. */
  76242. private _offsetsCache;
  76243. /**
  76244. * The high limits cache of the runtime animation
  76245. */
  76246. private _highLimitsCache;
  76247. /**
  76248. * Specifies if the runtime animation has been stopped
  76249. */
  76250. private _stopped;
  76251. /**
  76252. * The blending factor of the runtime animation
  76253. */
  76254. private _blendingFactor;
  76255. /**
  76256. * The BabylonJS scene
  76257. */
  76258. private _scene;
  76259. /**
  76260. * The current value of the runtime animation
  76261. */
  76262. private _currentValue;
  76263. /** @hidden */
  76264. _animationState: _IAnimationState;
  76265. /**
  76266. * The active target of the runtime animation
  76267. */
  76268. private _activeTargets;
  76269. private _currentActiveTarget;
  76270. private _directTarget;
  76271. /**
  76272. * The target path of the runtime animation
  76273. */
  76274. private _targetPath;
  76275. /**
  76276. * The weight of the runtime animation
  76277. */
  76278. private _weight;
  76279. /**
  76280. * The ratio offset of the runtime animation
  76281. */
  76282. private _ratioOffset;
  76283. /**
  76284. * The previous delay of the runtime animation
  76285. */
  76286. private _previousDelay;
  76287. /**
  76288. * The previous ratio of the runtime animation
  76289. */
  76290. private _previousRatio;
  76291. private _enableBlending;
  76292. private _keys;
  76293. private _minFrame;
  76294. private _maxFrame;
  76295. private _minValue;
  76296. private _maxValue;
  76297. private _targetIsArray;
  76298. /**
  76299. * Gets the current frame of the runtime animation
  76300. */
  76301. readonly currentFrame: number;
  76302. /**
  76303. * Gets the weight of the runtime animation
  76304. */
  76305. readonly weight: number;
  76306. /**
  76307. * Gets the current value of the runtime animation
  76308. */
  76309. readonly currentValue: any;
  76310. /**
  76311. * Gets the target path of the runtime animation
  76312. */
  76313. readonly targetPath: string;
  76314. /**
  76315. * Gets the actual target of the runtime animation
  76316. */
  76317. readonly target: any;
  76318. /** @hidden */
  76319. _onLoop: () => void;
  76320. /**
  76321. * Create a new RuntimeAnimation object
  76322. * @param target defines the target of the animation
  76323. * @param animation defines the source animation object
  76324. * @param scene defines the hosting scene
  76325. * @param host defines the initiating Animatable
  76326. */
  76327. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76328. private _preparePath;
  76329. /**
  76330. * Gets the animation from the runtime animation
  76331. */
  76332. readonly animation: Animation;
  76333. /**
  76334. * Resets the runtime animation to the beginning
  76335. * @param restoreOriginal defines whether to restore the target property to the original value
  76336. */
  76337. reset(restoreOriginal?: boolean): void;
  76338. /**
  76339. * Specifies if the runtime animation is stopped
  76340. * @returns Boolean specifying if the runtime animation is stopped
  76341. */
  76342. isStopped(): boolean;
  76343. /**
  76344. * Disposes of the runtime animation
  76345. */
  76346. dispose(): void;
  76347. /**
  76348. * Apply the interpolated value to the target
  76349. * @param currentValue defines the value computed by the animation
  76350. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76351. */
  76352. setValue(currentValue: any, weight: number): void;
  76353. private _getOriginalValues;
  76354. private _setValue;
  76355. /**
  76356. * Gets the loop pmode of the runtime animation
  76357. * @returns Loop Mode
  76358. */
  76359. private _getCorrectLoopMode;
  76360. /**
  76361. * Move the current animation to a given frame
  76362. * @param frame defines the frame to move to
  76363. */
  76364. goToFrame(frame: number): void;
  76365. /**
  76366. * @hidden Internal use only
  76367. */
  76368. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76369. /**
  76370. * Execute the current animation
  76371. * @param delay defines the delay to add to the current frame
  76372. * @param from defines the lower bound of the animation range
  76373. * @param to defines the upper bound of the animation range
  76374. * @param loop defines if the current animation must loop
  76375. * @param speedRatio defines the current speed ratio
  76376. * @param weight defines the weight of the animation (default is -1 so no weight)
  76377. * @param onLoop optional callback called when animation loops
  76378. * @returns a boolean indicating if the animation is running
  76379. */
  76380. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76381. }
  76382. }
  76383. declare module BABYLON {
  76384. /**
  76385. * Class used to store an actual running animation
  76386. */
  76387. export class Animatable {
  76388. /** defines the target object */
  76389. target: any;
  76390. /** defines the starting frame number (default is 0) */
  76391. fromFrame: number;
  76392. /** defines the ending frame number (default is 100) */
  76393. toFrame: number;
  76394. /** defines if the animation must loop (default is false) */
  76395. loopAnimation: boolean;
  76396. /** defines a callback to call when animation ends if it is not looping */
  76397. onAnimationEnd?: (() => void) | null | undefined;
  76398. /** defines a callback to call when animation loops */
  76399. onAnimationLoop?: (() => void) | null | undefined;
  76400. private _localDelayOffset;
  76401. private _pausedDelay;
  76402. private _runtimeAnimations;
  76403. private _paused;
  76404. private _scene;
  76405. private _speedRatio;
  76406. private _weight;
  76407. private _syncRoot;
  76408. /**
  76409. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76410. * This will only apply for non looping animation (default is true)
  76411. */
  76412. disposeOnEnd: boolean;
  76413. /**
  76414. * Gets a boolean indicating if the animation has started
  76415. */
  76416. animationStarted: boolean;
  76417. /**
  76418. * Observer raised when the animation ends
  76419. */
  76420. onAnimationEndObservable: Observable<Animatable>;
  76421. /**
  76422. * Observer raised when the animation loops
  76423. */
  76424. onAnimationLoopObservable: Observable<Animatable>;
  76425. /**
  76426. * Gets the root Animatable used to synchronize and normalize animations
  76427. */
  76428. readonly syncRoot: Nullable<Animatable>;
  76429. /**
  76430. * Gets the current frame of the first RuntimeAnimation
  76431. * Used to synchronize Animatables
  76432. */
  76433. readonly masterFrame: number;
  76434. /**
  76435. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76436. */
  76437. weight: number;
  76438. /**
  76439. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76440. */
  76441. speedRatio: number;
  76442. /**
  76443. * Creates a new Animatable
  76444. * @param scene defines the hosting scene
  76445. * @param target defines the target object
  76446. * @param fromFrame defines the starting frame number (default is 0)
  76447. * @param toFrame defines the ending frame number (default is 100)
  76448. * @param loopAnimation defines if the animation must loop (default is false)
  76449. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76450. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76451. * @param animations defines a group of animation to add to the new Animatable
  76452. * @param onAnimationLoop defines a callback to call when animation loops
  76453. */
  76454. constructor(scene: Scene,
  76455. /** defines the target object */
  76456. target: any,
  76457. /** defines the starting frame number (default is 0) */
  76458. fromFrame?: number,
  76459. /** defines the ending frame number (default is 100) */
  76460. toFrame?: number,
  76461. /** defines if the animation must loop (default is false) */
  76462. loopAnimation?: boolean, speedRatio?: number,
  76463. /** defines a callback to call when animation ends if it is not looping */
  76464. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76465. /** defines a callback to call when animation loops */
  76466. onAnimationLoop?: (() => void) | null | undefined);
  76467. /**
  76468. * Synchronize and normalize current Animatable with a source Animatable
  76469. * This is useful when using animation weights and when animations are not of the same length
  76470. * @param root defines the root Animatable to synchronize with
  76471. * @returns the current Animatable
  76472. */
  76473. syncWith(root: Animatable): Animatable;
  76474. /**
  76475. * Gets the list of runtime animations
  76476. * @returns an array of RuntimeAnimation
  76477. */
  76478. getAnimations(): RuntimeAnimation[];
  76479. /**
  76480. * Adds more animations to the current animatable
  76481. * @param target defines the target of the animations
  76482. * @param animations defines the new animations to add
  76483. */
  76484. appendAnimations(target: any, animations: Animation[]): void;
  76485. /**
  76486. * Gets the source animation for a specific property
  76487. * @param property defines the propertyu to look for
  76488. * @returns null or the source animation for the given property
  76489. */
  76490. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76491. /**
  76492. * Gets the runtime animation for a specific property
  76493. * @param property defines the propertyu to look for
  76494. * @returns null or the runtime animation for the given property
  76495. */
  76496. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76497. /**
  76498. * Resets the animatable to its original state
  76499. */
  76500. reset(): void;
  76501. /**
  76502. * Allows the animatable to blend with current running animations
  76503. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76504. * @param blendingSpeed defines the blending speed to use
  76505. */
  76506. enableBlending(blendingSpeed: number): void;
  76507. /**
  76508. * Disable animation blending
  76509. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76510. */
  76511. disableBlending(): void;
  76512. /**
  76513. * Jump directly to a given frame
  76514. * @param frame defines the frame to jump to
  76515. */
  76516. goToFrame(frame: number): void;
  76517. /**
  76518. * Pause the animation
  76519. */
  76520. pause(): void;
  76521. /**
  76522. * Restart the animation
  76523. */
  76524. restart(): void;
  76525. private _raiseOnAnimationEnd;
  76526. /**
  76527. * Stop and delete the current animation
  76528. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76529. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  76530. */
  76531. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76532. /**
  76533. * Wait asynchronously for the animation to end
  76534. * @returns a promise which will be fullfilled when the animation ends
  76535. */
  76536. waitAsync(): Promise<Animatable>;
  76537. /** @hidden */
  76538. _animate(delay: number): boolean;
  76539. }
  76540. interface Scene {
  76541. /** @hidden */
  76542. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76543. /** @hidden */
  76544. _processLateAnimationBindingsForMatrices(holder: {
  76545. totalWeight: number;
  76546. animations: RuntimeAnimation[];
  76547. originalValue: Matrix;
  76548. }): any;
  76549. /** @hidden */
  76550. _processLateAnimationBindingsForQuaternions(holder: {
  76551. totalWeight: number;
  76552. animations: RuntimeAnimation[];
  76553. originalValue: Quaternion;
  76554. }, refQuaternion: Quaternion): Quaternion;
  76555. /** @hidden */
  76556. _processLateAnimationBindings(): void;
  76557. /**
  76558. * Will start the animation sequence of a given target
  76559. * @param target defines the target
  76560. * @param from defines from which frame should animation start
  76561. * @param to defines until which frame should animation run.
  76562. * @param weight defines the weight to apply to the animation (1.0 by default)
  76563. * @param loop defines if the animation loops
  76564. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76565. * @param onAnimationEnd defines the function to be executed when the animation ends
  76566. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76567. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76568. * @param onAnimationLoop defines the callback to call when an animation loops
  76569. * @returns the animatable object created for this animation
  76570. */
  76571. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76572. /**
  76573. * Will start the animation sequence of a given target
  76574. * @param target defines the target
  76575. * @param from defines from which frame should animation start
  76576. * @param to defines until which frame should animation run.
  76577. * @param loop defines if the animation loops
  76578. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76579. * @param onAnimationEnd defines the function to be executed when the animation ends
  76580. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76581. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76582. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76583. * @param onAnimationLoop defines the callback to call when an animation loops
  76584. * @returns the animatable object created for this animation
  76585. */
  76586. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76587. /**
  76588. * Will start the animation sequence of a given target and its hierarchy
  76589. * @param target defines the target
  76590. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  76591. * @param from defines from which frame should animation start
  76592. * @param to defines until which frame should animation run.
  76593. * @param loop defines if the animation loops
  76594. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76595. * @param onAnimationEnd defines the function to be executed when the animation ends
  76596. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76597. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76598. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76599. * @param onAnimationLoop defines the callback to call when an animation loops
  76600. * @returns the list of created animatables
  76601. */
  76602. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  76603. /**
  76604. * Begin a new animation on a given node
  76605. * @param target defines the target where the animation will take place
  76606. * @param animations defines the list of animations to start
  76607. * @param from defines the initial value
  76608. * @param to defines the final value
  76609. * @param loop defines if you want animation to loop (off by default)
  76610. * @param speedRatio defines the speed ratio to apply to all animations
  76611. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76612. * @param onAnimationLoop defines the callback to call when an animation loops
  76613. * @returns the list of created animatables
  76614. */
  76615. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76616. /**
  76617. * Begin a new animation on a given node and its hierarchy
  76618. * @param target defines the root node where the animation will take place
  76619. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  76620. * @param animations defines the list of animations to start
  76621. * @param from defines the initial value
  76622. * @param to defines the final value
  76623. * @param loop defines if you want animation to loop (off by default)
  76624. * @param speedRatio defines the speed ratio to apply to all animations
  76625. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76626. * @param onAnimationLoop defines the callback to call when an animation loops
  76627. * @returns the list of animatables created for all nodes
  76628. */
  76629. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76630. /**
  76631. * Gets the animatable associated with a specific target
  76632. * @param target defines the target of the animatable
  76633. * @returns the required animatable if found
  76634. */
  76635. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76636. /**
  76637. * Gets all animatables associated with a given target
  76638. * @param target defines the target to look animatables for
  76639. * @returns an array of Animatables
  76640. */
  76641. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76642. /**
  76643. * Stops and removes all animations that have been applied to the scene
  76644. */
  76645. stopAllAnimations(): void;
  76646. }
  76647. interface Bone {
  76648. /**
  76649. * Copy an animation range from another bone
  76650. * @param source defines the source bone
  76651. * @param rangeName defines the range name to copy
  76652. * @param frameOffset defines the frame offset
  76653. * @param rescaleAsRequired defines if rescaling must be applied if required
  76654. * @param skelDimensionsRatio defines the scaling ratio
  76655. * @returns true if operation was successful
  76656. */
  76657. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76658. }
  76659. }
  76660. declare module BABYLON {
  76661. /**
  76662. * Class used to override all child animations of a given target
  76663. */
  76664. export class AnimationPropertiesOverride {
  76665. /**
  76666. * Gets or sets a value indicating if animation blending must be used
  76667. */
  76668. enableBlending: boolean;
  76669. /**
  76670. * Gets or sets the blending speed to use when enableBlending is true
  76671. */
  76672. blendingSpeed: number;
  76673. /**
  76674. * Gets or sets the default loop mode to use
  76675. */
  76676. loopMode: number;
  76677. }
  76678. }
  76679. declare module BABYLON {
  76680. /**
  76681. * Class used to handle skinning animations
  76682. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76683. */
  76684. export class Skeleton implements IAnimatable {
  76685. /** defines the skeleton name */
  76686. name: string;
  76687. /** defines the skeleton Id */
  76688. id: string;
  76689. /**
  76690. * Defines the list of child bones
  76691. */
  76692. bones: Bone[];
  76693. /**
  76694. * Defines an estimate of the dimension of the skeleton at rest
  76695. */
  76696. dimensionsAtRest: Vector3;
  76697. /**
  76698. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76699. */
  76700. needInitialSkinMatrix: boolean;
  76701. /**
  76702. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76703. */
  76704. overrideMesh: Nullable<AbstractMesh>;
  76705. /**
  76706. * Gets the list of animations attached to this skeleton
  76707. */
  76708. animations: Array<Animation>;
  76709. private _scene;
  76710. private _isDirty;
  76711. private _transformMatrices;
  76712. private _transformMatrixTexture;
  76713. private _meshesWithPoseMatrix;
  76714. private _animatables;
  76715. private _identity;
  76716. private _synchronizedWithMesh;
  76717. private _ranges;
  76718. private _lastAbsoluteTransformsUpdateId;
  76719. private _canUseTextureForBones;
  76720. private _uniqueId;
  76721. /** @hidden */
  76722. _numBonesWithLinkedTransformNode: number;
  76723. /** @hidden */
  76724. _hasWaitingData: Nullable<boolean>;
  76725. /**
  76726. * Specifies if the skeleton should be serialized
  76727. */
  76728. doNotSerialize: boolean;
  76729. private _useTextureToStoreBoneMatrices;
  76730. /**
  76731. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76732. * Please note that this option is not available if the hardware does not support it
  76733. */
  76734. useTextureToStoreBoneMatrices: boolean;
  76735. private _animationPropertiesOverride;
  76736. /**
  76737. * Gets or sets the animation properties override
  76738. */
  76739. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76740. /**
  76741. * List of inspectable custom properties (used by the Inspector)
  76742. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76743. */
  76744. inspectableCustomProperties: IInspectable[];
  76745. /**
  76746. * An observable triggered before computing the skeleton's matrices
  76747. */
  76748. onBeforeComputeObservable: Observable<Skeleton>;
  76749. /**
  76750. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76751. */
  76752. readonly isUsingTextureForMatrices: boolean;
  76753. /**
  76754. * Gets the unique ID of this skeleton
  76755. */
  76756. readonly uniqueId: number;
  76757. /**
  76758. * Creates a new skeleton
  76759. * @param name defines the skeleton name
  76760. * @param id defines the skeleton Id
  76761. * @param scene defines the hosting scene
  76762. */
  76763. constructor(
  76764. /** defines the skeleton name */
  76765. name: string,
  76766. /** defines the skeleton Id */
  76767. id: string, scene: Scene);
  76768. /**
  76769. * Gets the current object class name.
  76770. * @return the class name
  76771. */
  76772. getClassName(): string;
  76773. /**
  76774. * Returns an array containing the root bones
  76775. * @returns an array containing the root bones
  76776. */
  76777. getChildren(): Array<Bone>;
  76778. /**
  76779. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  76780. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76781. * @returns a Float32Array containing matrices data
  76782. */
  76783. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  76784. /**
  76785. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  76786. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  76787. * @returns a raw texture containing the data
  76788. */
  76789. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  76790. /**
  76791. * Gets the current hosting scene
  76792. * @returns a scene object
  76793. */
  76794. getScene(): Scene;
  76795. /**
  76796. * Gets a string representing the current skeleton data
  76797. * @param fullDetails defines a boolean indicating if we want a verbose version
  76798. * @returns a string representing the current skeleton data
  76799. */
  76800. toString(fullDetails?: boolean): string;
  76801. /**
  76802. * Get bone's index searching by name
  76803. * @param name defines bone's name to search for
  76804. * @return the indice of the bone. Returns -1 if not found
  76805. */
  76806. getBoneIndexByName(name: string): number;
  76807. /**
  76808. * Creater a new animation range
  76809. * @param name defines the name of the range
  76810. * @param from defines the start key
  76811. * @param to defines the end key
  76812. */
  76813. createAnimationRange(name: string, from: number, to: number): void;
  76814. /**
  76815. * Delete a specific animation range
  76816. * @param name defines the name of the range
  76817. * @param deleteFrames defines if frames must be removed as well
  76818. */
  76819. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  76820. /**
  76821. * Gets a specific animation range
  76822. * @param name defines the name of the range to look for
  76823. * @returns the requested animation range or null if not found
  76824. */
  76825. getAnimationRange(name: string): Nullable<AnimationRange>;
  76826. /**
  76827. * Gets the list of all animation ranges defined on this skeleton
  76828. * @returns an array
  76829. */
  76830. getAnimationRanges(): Nullable<AnimationRange>[];
  76831. /**
  76832. * Copy animation range from a source skeleton.
  76833. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  76834. * @param source defines the source skeleton
  76835. * @param name defines the name of the range to copy
  76836. * @param rescaleAsRequired defines if rescaling must be applied if required
  76837. * @returns true if operation was successful
  76838. */
  76839. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  76840. /**
  76841. * Forces the skeleton to go to rest pose
  76842. */
  76843. returnToRest(): void;
  76844. private _getHighestAnimationFrame;
  76845. /**
  76846. * Begin a specific animation range
  76847. * @param name defines the name of the range to start
  76848. * @param loop defines if looping must be turned on (false by default)
  76849. * @param speedRatio defines the speed ratio to apply (1 by default)
  76850. * @param onAnimationEnd defines a callback which will be called when animation will end
  76851. * @returns a new animatable
  76852. */
  76853. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  76854. /** @hidden */
  76855. _markAsDirty(): void;
  76856. /** @hidden */
  76857. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76858. /** @hidden */
  76859. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  76860. private _computeTransformMatrices;
  76861. /**
  76862. * Build all resources required to render a skeleton
  76863. */
  76864. prepare(): void;
  76865. /**
  76866. * Gets the list of animatables currently running for this skeleton
  76867. * @returns an array of animatables
  76868. */
  76869. getAnimatables(): IAnimatable[];
  76870. /**
  76871. * Clone the current skeleton
  76872. * @param name defines the name of the new skeleton
  76873. * @param id defines the id of the new skeleton
  76874. * @returns the new skeleton
  76875. */
  76876. clone(name: string, id: string): Skeleton;
  76877. /**
  76878. * Enable animation blending for this skeleton
  76879. * @param blendingSpeed defines the blending speed to apply
  76880. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76881. */
  76882. enableBlending(blendingSpeed?: number): void;
  76883. /**
  76884. * Releases all resources associated with the current skeleton
  76885. */
  76886. dispose(): void;
  76887. /**
  76888. * Serialize the skeleton in a JSON object
  76889. * @returns a JSON object
  76890. */
  76891. serialize(): any;
  76892. /**
  76893. * Creates a new skeleton from serialized data
  76894. * @param parsedSkeleton defines the serialized data
  76895. * @param scene defines the hosting scene
  76896. * @returns a new skeleton
  76897. */
  76898. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  76899. /**
  76900. * Compute all node absolute transforms
  76901. * @param forceUpdate defines if computation must be done even if cache is up to date
  76902. */
  76903. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  76904. /**
  76905. * Gets the root pose matrix
  76906. * @returns a matrix
  76907. */
  76908. getPoseMatrix(): Nullable<Matrix>;
  76909. /**
  76910. * Sorts bones per internal index
  76911. */
  76912. sortBones(): void;
  76913. private _sortBones;
  76914. }
  76915. }
  76916. declare module BABYLON {
  76917. /**
  76918. * Class used to store bone information
  76919. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76920. */
  76921. export class Bone extends Node {
  76922. /**
  76923. * defines the bone name
  76924. */
  76925. name: string;
  76926. private static _tmpVecs;
  76927. private static _tmpQuat;
  76928. private static _tmpMats;
  76929. /**
  76930. * Gets the list of child bones
  76931. */
  76932. children: Bone[];
  76933. /** Gets the animations associated with this bone */
  76934. animations: Animation[];
  76935. /**
  76936. * Gets or sets bone length
  76937. */
  76938. length: number;
  76939. /**
  76940. * @hidden Internal only
  76941. * Set this value to map this bone to a different index in the transform matrices
  76942. * Set this value to -1 to exclude the bone from the transform matrices
  76943. */
  76944. _index: Nullable<number>;
  76945. private _skeleton;
  76946. private _localMatrix;
  76947. private _restPose;
  76948. private _baseMatrix;
  76949. private _absoluteTransform;
  76950. private _invertedAbsoluteTransform;
  76951. private _parent;
  76952. private _scalingDeterminant;
  76953. private _worldTransform;
  76954. private _localScaling;
  76955. private _localRotation;
  76956. private _localPosition;
  76957. private _needToDecompose;
  76958. private _needToCompose;
  76959. /** @hidden */
  76960. _linkedTransformNode: Nullable<TransformNode>;
  76961. /** @hidden */
  76962. _waitingTransformNodeId: Nullable<string>;
  76963. /** @hidden */
  76964. /** @hidden */
  76965. _matrix: Matrix;
  76966. /**
  76967. * Create a new bone
  76968. * @param name defines the bone name
  76969. * @param skeleton defines the parent skeleton
  76970. * @param parentBone defines the parent (can be null if the bone is the root)
  76971. * @param localMatrix defines the local matrix
  76972. * @param restPose defines the rest pose matrix
  76973. * @param baseMatrix defines the base matrix
  76974. * @param index defines index of the bone in the hiearchy
  76975. */
  76976. constructor(
  76977. /**
  76978. * defines the bone name
  76979. */
  76980. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  76981. /**
  76982. * Gets the current object class name.
  76983. * @return the class name
  76984. */
  76985. getClassName(): string;
  76986. /**
  76987. * Gets the parent skeleton
  76988. * @returns a skeleton
  76989. */
  76990. getSkeleton(): Skeleton;
  76991. /**
  76992. * Gets parent bone
  76993. * @returns a bone or null if the bone is the root of the bone hierarchy
  76994. */
  76995. getParent(): Nullable<Bone>;
  76996. /**
  76997. * Returns an array containing the root bones
  76998. * @returns an array containing the root bones
  76999. */
  77000. getChildren(): Array<Bone>;
  77001. /**
  77002. * Sets the parent bone
  77003. * @param parent defines the parent (can be null if the bone is the root)
  77004. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77005. */
  77006. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77007. /**
  77008. * Gets the local matrix
  77009. * @returns a matrix
  77010. */
  77011. getLocalMatrix(): Matrix;
  77012. /**
  77013. * Gets the base matrix (initial matrix which remains unchanged)
  77014. * @returns a matrix
  77015. */
  77016. getBaseMatrix(): Matrix;
  77017. /**
  77018. * Gets the rest pose matrix
  77019. * @returns a matrix
  77020. */
  77021. getRestPose(): Matrix;
  77022. /**
  77023. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77024. */
  77025. getWorldMatrix(): Matrix;
  77026. /**
  77027. * Sets the local matrix to rest pose matrix
  77028. */
  77029. returnToRest(): void;
  77030. /**
  77031. * Gets the inverse of the absolute transform matrix.
  77032. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77033. * @returns a matrix
  77034. */
  77035. getInvertedAbsoluteTransform(): Matrix;
  77036. /**
  77037. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77038. * @returns a matrix
  77039. */
  77040. getAbsoluteTransform(): Matrix;
  77041. /**
  77042. * Links with the given transform node.
  77043. * The local matrix of this bone is copied from the transform node every frame.
  77044. * @param transformNode defines the transform node to link to
  77045. */
  77046. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77047. /** Gets or sets current position (in local space) */
  77048. position: Vector3;
  77049. /** Gets or sets current rotation (in local space) */
  77050. rotation: Vector3;
  77051. /** Gets or sets current rotation quaternion (in local space) */
  77052. rotationQuaternion: Quaternion;
  77053. /** Gets or sets current scaling (in local space) */
  77054. scaling: Vector3;
  77055. /**
  77056. * Gets the animation properties override
  77057. */
  77058. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77059. private _decompose;
  77060. private _compose;
  77061. /**
  77062. * Update the base and local matrices
  77063. * @param matrix defines the new base or local matrix
  77064. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77065. * @param updateLocalMatrix defines if the local matrix should be updated
  77066. */
  77067. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77068. /** @hidden */
  77069. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77070. /**
  77071. * Flag the bone as dirty (Forcing it to update everything)
  77072. */
  77073. markAsDirty(): void;
  77074. /** @hidden */
  77075. _markAsDirtyAndCompose(): void;
  77076. private _markAsDirtyAndDecompose;
  77077. /**
  77078. * Translate the bone in local or world space
  77079. * @param vec The amount to translate the bone
  77080. * @param space The space that the translation is in
  77081. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77082. */
  77083. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77084. /**
  77085. * Set the postion of the bone in local or world space
  77086. * @param position The position to set the bone
  77087. * @param space The space that the position is in
  77088. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77089. */
  77090. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77091. /**
  77092. * Set the absolute position of the bone (world space)
  77093. * @param position The position to set the bone
  77094. * @param mesh The mesh that this bone is attached to
  77095. */
  77096. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77097. /**
  77098. * Scale the bone on the x, y and z axes (in local space)
  77099. * @param x The amount to scale the bone on the x axis
  77100. * @param y The amount to scale the bone on the y axis
  77101. * @param z The amount to scale the bone on the z axis
  77102. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77103. */
  77104. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77105. /**
  77106. * Set the bone scaling in local space
  77107. * @param scale defines the scaling vector
  77108. */
  77109. setScale(scale: Vector3): void;
  77110. /**
  77111. * Gets the current scaling in local space
  77112. * @returns the current scaling vector
  77113. */
  77114. getScale(): Vector3;
  77115. /**
  77116. * Gets the current scaling in local space and stores it in a target vector
  77117. * @param result defines the target vector
  77118. */
  77119. getScaleToRef(result: Vector3): void;
  77120. /**
  77121. * Set the yaw, pitch, and roll of the bone in local or world space
  77122. * @param yaw The rotation of the bone on the y axis
  77123. * @param pitch The rotation of the bone on the x axis
  77124. * @param roll The rotation of the bone on the z axis
  77125. * @param space The space that the axes of rotation are in
  77126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77127. */
  77128. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77129. /**
  77130. * Add a rotation to the bone on an axis in local or world space
  77131. * @param axis The axis to rotate the bone on
  77132. * @param amount The amount to rotate the bone
  77133. * @param space The space that the axis is in
  77134. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77135. */
  77136. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77137. /**
  77138. * Set the rotation of the bone to a particular axis angle in local or world space
  77139. * @param axis The axis to rotate the bone on
  77140. * @param angle The angle that the bone should be rotated to
  77141. * @param space The space that the axis is in
  77142. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77143. */
  77144. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77145. /**
  77146. * Set the euler rotation of the bone in local of world space
  77147. * @param rotation The euler rotation that the bone should be set to
  77148. * @param space The space that the rotation is in
  77149. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77150. */
  77151. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77152. /**
  77153. * Set the quaternion rotation of the bone in local of world space
  77154. * @param quat The quaternion rotation that the bone should be set to
  77155. * @param space The space that the rotation is in
  77156. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77157. */
  77158. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77159. /**
  77160. * Set the rotation matrix of the bone in local of world space
  77161. * @param rotMat The rotation matrix that the bone should be set to
  77162. * @param space The space that the rotation is in
  77163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77164. */
  77165. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77166. private _rotateWithMatrix;
  77167. private _getNegativeRotationToRef;
  77168. /**
  77169. * Get the position of the bone in local or world space
  77170. * @param space The space that the returned position is in
  77171. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77172. * @returns The position of the bone
  77173. */
  77174. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77175. /**
  77176. * Copy the position of the bone to a vector3 in local or world space
  77177. * @param space The space that the returned position is in
  77178. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77179. * @param result The vector3 to copy the position to
  77180. */
  77181. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77182. /**
  77183. * Get the absolute position of the bone (world space)
  77184. * @param mesh The mesh that this bone is attached to
  77185. * @returns The absolute position of the bone
  77186. */
  77187. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77188. /**
  77189. * Copy the absolute position of the bone (world space) to the result param
  77190. * @param mesh The mesh that this bone is attached to
  77191. * @param result The vector3 to copy the absolute position to
  77192. */
  77193. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77194. /**
  77195. * Compute the absolute transforms of this bone and its children
  77196. */
  77197. computeAbsoluteTransforms(): void;
  77198. /**
  77199. * Get the world direction from an axis that is in the local space of the bone
  77200. * @param localAxis The local direction that is used to compute the world direction
  77201. * @param mesh The mesh that this bone is attached to
  77202. * @returns The world direction
  77203. */
  77204. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77205. /**
  77206. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77207. * @param localAxis The local direction that is used to compute the world direction
  77208. * @param mesh The mesh that this bone is attached to
  77209. * @param result The vector3 that the world direction will be copied to
  77210. */
  77211. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77212. /**
  77213. * Get the euler rotation of the bone in local or world space
  77214. * @param space The space that the rotation should be in
  77215. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77216. * @returns The euler rotation
  77217. */
  77218. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77219. /**
  77220. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77221. * @param space The space that the rotation should be in
  77222. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77223. * @param result The vector3 that the rotation should be copied to
  77224. */
  77225. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77226. /**
  77227. * Get the quaternion rotation of the bone in either local or world space
  77228. * @param space The space that the rotation should be in
  77229. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77230. * @returns The quaternion rotation
  77231. */
  77232. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77233. /**
  77234. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77235. * @param space The space that the rotation should be in
  77236. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77237. * @param result The quaternion that the rotation should be copied to
  77238. */
  77239. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77240. /**
  77241. * Get the rotation matrix of the bone in local or world space
  77242. * @param space The space that the rotation should be in
  77243. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77244. * @returns The rotation matrix
  77245. */
  77246. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77247. /**
  77248. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77249. * @param space The space that the rotation should be in
  77250. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77251. * @param result The quaternion that the rotation should be copied to
  77252. */
  77253. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77254. /**
  77255. * Get the world position of a point that is in the local space of the bone
  77256. * @param position The local position
  77257. * @param mesh The mesh that this bone is attached to
  77258. * @returns The world position
  77259. */
  77260. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77261. /**
  77262. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77263. * @param position The local position
  77264. * @param mesh The mesh that this bone is attached to
  77265. * @param result The vector3 that the world position should be copied to
  77266. */
  77267. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77268. /**
  77269. * Get the local position of a point that is in world space
  77270. * @param position The world position
  77271. * @param mesh The mesh that this bone is attached to
  77272. * @returns The local position
  77273. */
  77274. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77275. /**
  77276. * Get the local position of a point that is in world space and copy it to the result param
  77277. * @param position The world position
  77278. * @param mesh The mesh that this bone is attached to
  77279. * @param result The vector3 that the local position should be copied to
  77280. */
  77281. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77282. }
  77283. }
  77284. declare module BABYLON {
  77285. /**
  77286. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  77287. * @see https://doc.babylonjs.com/how_to/transformnode
  77288. */
  77289. export class TransformNode extends Node {
  77290. /**
  77291. * Object will not rotate to face the camera
  77292. */
  77293. static BILLBOARDMODE_NONE: number;
  77294. /**
  77295. * Object will rotate to face the camera but only on the x axis
  77296. */
  77297. static BILLBOARDMODE_X: number;
  77298. /**
  77299. * Object will rotate to face the camera but only on the y axis
  77300. */
  77301. static BILLBOARDMODE_Y: number;
  77302. /**
  77303. * Object will rotate to face the camera but only on the z axis
  77304. */
  77305. static BILLBOARDMODE_Z: number;
  77306. /**
  77307. * Object will rotate to face the camera
  77308. */
  77309. static BILLBOARDMODE_ALL: number;
  77310. private _forward;
  77311. private _forwardInverted;
  77312. private _up;
  77313. private _right;
  77314. private _rightInverted;
  77315. private _position;
  77316. private _rotation;
  77317. private _rotationQuaternion;
  77318. protected _scaling: Vector3;
  77319. protected _isDirty: boolean;
  77320. private _transformToBoneReferal;
  77321. private _billboardMode;
  77322. /**
  77323. * Gets or sets the billboard mode. Default is 0.
  77324. *
  77325. * | Value | Type | Description |
  77326. * | --- | --- | --- |
  77327. * | 0 | BILLBOARDMODE_NONE | |
  77328. * | 1 | BILLBOARDMODE_X | |
  77329. * | 2 | BILLBOARDMODE_Y | |
  77330. * | 4 | BILLBOARDMODE_Z | |
  77331. * | 7 | BILLBOARDMODE_ALL | |
  77332. *
  77333. */
  77334. billboardMode: number;
  77335. private _preserveParentRotationForBillboard;
  77336. /**
  77337. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77338. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77339. */
  77340. preserveParentRotationForBillboard: boolean;
  77341. /**
  77342. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  77343. */
  77344. scalingDeterminant: number;
  77345. private _infiniteDistance;
  77346. /**
  77347. * Gets or sets the distance of the object to max, often used by skybox
  77348. */
  77349. infiniteDistance: boolean;
  77350. /**
  77351. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77352. * By default the system will update normals to compensate
  77353. */
  77354. ignoreNonUniformScaling: boolean;
  77355. /**
  77356. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  77357. */
  77358. reIntegrateRotationIntoRotationQuaternion: boolean;
  77359. /** @hidden */
  77360. _poseMatrix: Nullable<Matrix>;
  77361. /** @hidden */
  77362. _localMatrix: Matrix;
  77363. private _usePivotMatrix;
  77364. private _absolutePosition;
  77365. private _pivotMatrix;
  77366. private _pivotMatrixInverse;
  77367. protected _postMultiplyPivotMatrix: boolean;
  77368. protected _isWorldMatrixFrozen: boolean;
  77369. /** @hidden */
  77370. _indexInSceneTransformNodesArray: number;
  77371. /**
  77372. * An event triggered after the world matrix is updated
  77373. */
  77374. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77375. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77376. /**
  77377. * Gets a string identifying the name of the class
  77378. * @returns "TransformNode" string
  77379. */
  77380. getClassName(): string;
  77381. /**
  77382. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77383. */
  77384. position: Vector3;
  77385. /**
  77386. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  77387. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77388. */
  77389. rotation: Vector3;
  77390. /**
  77391. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  77392. */
  77393. scaling: Vector3;
  77394. /**
  77395. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  77396. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77397. */
  77398. rotationQuaternion: Nullable<Quaternion>;
  77399. /**
  77400. * The forward direction of that transform in world space.
  77401. */
  77402. readonly forward: Vector3;
  77403. /**
  77404. * The up direction of that transform in world space.
  77405. */
  77406. readonly up: Vector3;
  77407. /**
  77408. * The right direction of that transform in world space.
  77409. */
  77410. readonly right: Vector3;
  77411. /**
  77412. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77413. * @param matrix the matrix to copy the pose from
  77414. * @returns this TransformNode.
  77415. */
  77416. updatePoseMatrix(matrix: Matrix): TransformNode;
  77417. /**
  77418. * Returns the mesh Pose matrix.
  77419. * @returns the pose matrix
  77420. */
  77421. getPoseMatrix(): Matrix;
  77422. /** @hidden */
  77423. _isSynchronized(): boolean;
  77424. /** @hidden */
  77425. _initCache(): void;
  77426. /**
  77427. * Flag the transform node as dirty (Forcing it to update everything)
  77428. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77429. * @returns this transform node
  77430. */
  77431. markAsDirty(property: string): TransformNode;
  77432. /**
  77433. * Returns the current mesh absolute position.
  77434. * Returns a Vector3.
  77435. */
  77436. readonly absolutePosition: Vector3;
  77437. /**
  77438. * Sets a new matrix to apply before all other transformation
  77439. * @param matrix defines the transform matrix
  77440. * @returns the current TransformNode
  77441. */
  77442. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77443. /**
  77444. * Sets a new pivot matrix to the current node
  77445. * @param matrix defines the new pivot matrix to use
  77446. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  77447. * @returns the current TransformNode
  77448. */
  77449. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77450. /**
  77451. * Returns the mesh pivot matrix.
  77452. * Default : Identity.
  77453. * @returns the matrix
  77454. */
  77455. getPivotMatrix(): Matrix;
  77456. /**
  77457. * Prevents the World matrix to be computed any longer.
  77458. * @returns the TransformNode.
  77459. */
  77460. freezeWorldMatrix(): TransformNode;
  77461. /**
  77462. * Allows back the World matrix computation.
  77463. * @returns the TransformNode.
  77464. */
  77465. unfreezeWorldMatrix(): this;
  77466. /**
  77467. * True if the World matrix has been frozen.
  77468. */
  77469. readonly isWorldMatrixFrozen: boolean;
  77470. /**
  77471. * Retuns the mesh absolute position in the World.
  77472. * @returns a Vector3.
  77473. */
  77474. getAbsolutePosition(): Vector3;
  77475. /**
  77476. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77477. * @param absolutePosition the absolute position to set
  77478. * @returns the TransformNode.
  77479. */
  77480. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77481. /**
  77482. * Sets the mesh position in its local space.
  77483. * @param vector3 the position to set in localspace
  77484. * @returns the TransformNode.
  77485. */
  77486. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77487. /**
  77488. * Returns the mesh position in the local space from the current World matrix values.
  77489. * @returns a new Vector3.
  77490. */
  77491. getPositionExpressedInLocalSpace(): Vector3;
  77492. /**
  77493. * Translates the mesh along the passed Vector3 in its local space.
  77494. * @param vector3 the distance to translate in localspace
  77495. * @returns the TransformNode.
  77496. */
  77497. locallyTranslate(vector3: Vector3): TransformNode;
  77498. private static _lookAtVectorCache;
  77499. /**
  77500. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77501. * @param targetPoint the position (must be in same space as current mesh) to look at
  77502. * @param yawCor optional yaw (y-axis) correction in radians
  77503. * @param pitchCor optional pitch (x-axis) correction in radians
  77504. * @param rollCor optional roll (z-axis) correction in radians
  77505. * @param space the choosen space of the target
  77506. * @returns the TransformNode.
  77507. */
  77508. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77509. /**
  77510. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77511. * This Vector3 is expressed in the World space.
  77512. * @param localAxis axis to rotate
  77513. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77514. */
  77515. getDirection(localAxis: Vector3): Vector3;
  77516. /**
  77517. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77518. * localAxis is expressed in the mesh local space.
  77519. * result is computed in the Wordl space from the mesh World matrix.
  77520. * @param localAxis axis to rotate
  77521. * @param result the resulting transformnode
  77522. * @returns this TransformNode.
  77523. */
  77524. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77525. /**
  77526. * Sets this transform node rotation to the given local axis.
  77527. * @param localAxis the axis in local space
  77528. * @param yawCor optional yaw (y-axis) correction in radians
  77529. * @param pitchCor optional pitch (x-axis) correction in radians
  77530. * @param rollCor optional roll (z-axis) correction in radians
  77531. * @returns this TransformNode
  77532. */
  77533. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77534. /**
  77535. * Sets a new pivot point to the current node
  77536. * @param point defines the new pivot point to use
  77537. * @param space defines if the point is in world or local space (local by default)
  77538. * @returns the current TransformNode
  77539. */
  77540. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77541. /**
  77542. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77543. * @returns the pivot point
  77544. */
  77545. getPivotPoint(): Vector3;
  77546. /**
  77547. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77548. * @param result the vector3 to store the result
  77549. * @returns this TransformNode.
  77550. */
  77551. getPivotPointToRef(result: Vector3): TransformNode;
  77552. /**
  77553. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77554. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77555. */
  77556. getAbsolutePivotPoint(): Vector3;
  77557. /**
  77558. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77559. * @param result vector3 to store the result
  77560. * @returns this TransformNode.
  77561. */
  77562. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77563. /**
  77564. * Defines the passed node as the parent of the current node.
  77565. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77566. * @see https://doc.babylonjs.com/how_to/parenting
  77567. * @param node the node ot set as the parent
  77568. * @returns this TransformNode.
  77569. */
  77570. setParent(node: Nullable<Node>): TransformNode;
  77571. private _nonUniformScaling;
  77572. /**
  77573. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77574. */
  77575. readonly nonUniformScaling: boolean;
  77576. /** @hidden */
  77577. _updateNonUniformScalingState(value: boolean): boolean;
  77578. /**
  77579. * Attach the current TransformNode to another TransformNode associated with a bone
  77580. * @param bone Bone affecting the TransformNode
  77581. * @param affectedTransformNode TransformNode associated with the bone
  77582. * @returns this object
  77583. */
  77584. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77585. /**
  77586. * Detach the transform node if its associated with a bone
  77587. * @returns this object
  77588. */
  77589. detachFromBone(): TransformNode;
  77590. private static _rotationAxisCache;
  77591. /**
  77592. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77593. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77594. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77595. * The passed axis is also normalized.
  77596. * @param axis the axis to rotate around
  77597. * @param amount the amount to rotate in radians
  77598. * @param space Space to rotate in (Default: local)
  77599. * @returns the TransformNode.
  77600. */
  77601. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77602. /**
  77603. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77604. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77605. * The passed axis is also normalized. .
  77606. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77607. * @param point the point to rotate around
  77608. * @param axis the axis to rotate around
  77609. * @param amount the amount to rotate in radians
  77610. * @returns the TransformNode
  77611. */
  77612. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77613. /**
  77614. * Translates the mesh along the axis vector for the passed distance in the given space.
  77615. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77616. * @param axis the axis to translate in
  77617. * @param distance the distance to translate
  77618. * @param space Space to rotate in (Default: local)
  77619. * @returns the TransformNode.
  77620. */
  77621. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77622. /**
  77623. * Adds a rotation step to the mesh current rotation.
  77624. * x, y, z are Euler angles expressed in radians.
  77625. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77626. * This means this rotation is made in the mesh local space only.
  77627. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77628. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77629. * ```javascript
  77630. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77631. * ```
  77632. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77633. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  77634. * @param x Rotation to add
  77635. * @param y Rotation to add
  77636. * @param z Rotation to add
  77637. * @returns the TransformNode.
  77638. */
  77639. addRotation(x: number, y: number, z: number): TransformNode;
  77640. /**
  77641. * @hidden
  77642. */
  77643. protected _getEffectiveParent(): Nullable<Node>;
  77644. /**
  77645. * Computes the world matrix of the node
  77646. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77647. * @returns the world matrix
  77648. */
  77649. computeWorldMatrix(force?: boolean): Matrix;
  77650. protected _afterComputeWorldMatrix(): void;
  77651. /**
  77652. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77653. * @param func callback function to add
  77654. *
  77655. * @returns the TransformNode.
  77656. */
  77657. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77658. /**
  77659. * Removes a registered callback function.
  77660. * @param func callback function to remove
  77661. * @returns the TransformNode.
  77662. */
  77663. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77664. /**
  77665. * Gets the position of the current mesh in camera space
  77666. * @param camera defines the camera to use
  77667. * @returns a position
  77668. */
  77669. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77670. /**
  77671. * Returns the distance from the mesh to the active camera
  77672. * @param camera defines the camera to use
  77673. * @returns the distance
  77674. */
  77675. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77676. /**
  77677. * Clone the current transform node
  77678. * @param name Name of the new clone
  77679. * @param newParent New parent for the clone
  77680. * @param doNotCloneChildren Do not clone children hierarchy
  77681. * @returns the new transform node
  77682. */
  77683. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77684. /**
  77685. * Serializes the objects information.
  77686. * @param currentSerializationObject defines the object to serialize in
  77687. * @returns the serialized object
  77688. */
  77689. serialize(currentSerializationObject?: any): any;
  77690. /**
  77691. * Returns a new TransformNode object parsed from the source provided.
  77692. * @param parsedTransformNode is the source.
  77693. * @param scene the scne the object belongs to
  77694. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77695. * @returns a new TransformNode object parsed from the source provided.
  77696. */
  77697. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77698. /**
  77699. * Get all child-transformNodes of this node
  77700. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  77701. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  77702. * @returns an array of TransformNode
  77703. */
  77704. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77705. /**
  77706. * Releases resources associated with this transform node.
  77707. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77708. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77709. */
  77710. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77711. /**
  77712. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77713. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77714. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77715. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77716. * @returns the current mesh
  77717. */
  77718. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77719. }
  77720. }
  77721. declare module BABYLON {
  77722. /**
  77723. * Defines the types of pose enabled controllers that are supported
  77724. */
  77725. export enum PoseEnabledControllerType {
  77726. /**
  77727. * HTC Vive
  77728. */
  77729. VIVE = 0,
  77730. /**
  77731. * Oculus Rift
  77732. */
  77733. OCULUS = 1,
  77734. /**
  77735. * Windows mixed reality
  77736. */
  77737. WINDOWS = 2,
  77738. /**
  77739. * Samsung gear VR
  77740. */
  77741. GEAR_VR = 3,
  77742. /**
  77743. * Google Daydream
  77744. */
  77745. DAYDREAM = 4,
  77746. /**
  77747. * Generic
  77748. */
  77749. GENERIC = 5
  77750. }
  77751. /**
  77752. * Defines the MutableGamepadButton interface for the state of a gamepad button
  77753. */
  77754. export interface MutableGamepadButton {
  77755. /**
  77756. * Value of the button/trigger
  77757. */
  77758. value: number;
  77759. /**
  77760. * If the button/trigger is currently touched
  77761. */
  77762. touched: boolean;
  77763. /**
  77764. * If the button/trigger is currently pressed
  77765. */
  77766. pressed: boolean;
  77767. }
  77768. /**
  77769. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  77770. * @hidden
  77771. */
  77772. export interface ExtendedGamepadButton extends GamepadButton {
  77773. /**
  77774. * If the button/trigger is currently pressed
  77775. */
  77776. readonly pressed: boolean;
  77777. /**
  77778. * If the button/trigger is currently touched
  77779. */
  77780. readonly touched: boolean;
  77781. /**
  77782. * Value of the button/trigger
  77783. */
  77784. readonly value: number;
  77785. }
  77786. /** @hidden */
  77787. export interface _GamePadFactory {
  77788. /**
  77789. * Returns wether or not the current gamepad can be created for this type of controller.
  77790. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77791. * @returns true if it can be created, otherwise false
  77792. */
  77793. canCreate(gamepadInfo: any): boolean;
  77794. /**
  77795. * Creates a new instance of the Gamepad.
  77796. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  77797. * @returns the new gamepad instance
  77798. */
  77799. create(gamepadInfo: any): Gamepad;
  77800. }
  77801. /**
  77802. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77803. */
  77804. export class PoseEnabledControllerHelper {
  77805. /** @hidden */
  77806. static _ControllerFactories: _GamePadFactory[];
  77807. /** @hidden */
  77808. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  77809. /**
  77810. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  77811. * @param vrGamepad the gamepad to initialized
  77812. * @returns a vr controller of the type the gamepad identified as
  77813. */
  77814. static InitiateController(vrGamepad: any): Gamepad;
  77815. }
  77816. /**
  77817. * Defines the PoseEnabledController object that contains state of a vr capable controller
  77818. */
  77819. export class PoseEnabledController extends Gamepad implements PoseControlled {
  77820. /**
  77821. * If the controller is used in a webXR session
  77822. */
  77823. isXR: boolean;
  77824. private _deviceRoomPosition;
  77825. private _deviceRoomRotationQuaternion;
  77826. /**
  77827. * The device position in babylon space
  77828. */
  77829. devicePosition: Vector3;
  77830. /**
  77831. * The device rotation in babylon space
  77832. */
  77833. deviceRotationQuaternion: Quaternion;
  77834. /**
  77835. * The scale factor of the device in babylon space
  77836. */
  77837. deviceScaleFactor: number;
  77838. /**
  77839. * (Likely devicePosition should be used instead) The device position in its room space
  77840. */
  77841. position: Vector3;
  77842. /**
  77843. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  77844. */
  77845. rotationQuaternion: Quaternion;
  77846. /**
  77847. * The type of controller (Eg. Windows mixed reality)
  77848. */
  77849. controllerType: PoseEnabledControllerType;
  77850. protected _calculatedPosition: Vector3;
  77851. private _calculatedRotation;
  77852. /**
  77853. * The raw pose from the device
  77854. */
  77855. rawPose: DevicePose;
  77856. private _trackPosition;
  77857. private _maxRotationDistFromHeadset;
  77858. private _draggedRoomRotation;
  77859. /**
  77860. * @hidden
  77861. */
  77862. _disableTrackPosition(fixedPosition: Vector3): void;
  77863. /**
  77864. * Internal, the mesh attached to the controller
  77865. * @hidden
  77866. */
  77867. _mesh: Nullable<AbstractMesh>;
  77868. private _poseControlledCamera;
  77869. private _leftHandSystemQuaternion;
  77870. /**
  77871. * Internal, matrix used to convert room space to babylon space
  77872. * @hidden
  77873. */
  77874. _deviceToWorld: Matrix;
  77875. /**
  77876. * Node to be used when casting a ray from the controller
  77877. * @hidden
  77878. */
  77879. _pointingPoseNode: Nullable<TransformNode>;
  77880. /**
  77881. * Name of the child mesh that can be used to cast a ray from the controller
  77882. */
  77883. static readonly POINTING_POSE: string;
  77884. /**
  77885. * Creates a new PoseEnabledController from a gamepad
  77886. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  77887. */
  77888. constructor(browserGamepad: any);
  77889. private _workingMatrix;
  77890. /**
  77891. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  77892. */
  77893. update(): void;
  77894. /**
  77895. * Updates only the pose device and mesh without doing any button event checking
  77896. */
  77897. protected _updatePoseAndMesh(): void;
  77898. /**
  77899. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  77900. * @param poseData raw pose fromthe device
  77901. */
  77902. updateFromDevice(poseData: DevicePose): void;
  77903. /**
  77904. * @hidden
  77905. */
  77906. _meshAttachedObservable: Observable<AbstractMesh>;
  77907. /**
  77908. * Attaches a mesh to the controller
  77909. * @param mesh the mesh to be attached
  77910. */
  77911. attachToMesh(mesh: AbstractMesh): void;
  77912. /**
  77913. * Attaches the controllers mesh to a camera
  77914. * @param camera the camera the mesh should be attached to
  77915. */
  77916. attachToPoseControlledCamera(camera: TargetCamera): void;
  77917. /**
  77918. * Disposes of the controller
  77919. */
  77920. dispose(): void;
  77921. /**
  77922. * The mesh that is attached to the controller
  77923. */
  77924. readonly mesh: Nullable<AbstractMesh>;
  77925. /**
  77926. * Gets the ray of the controller in the direction the controller is pointing
  77927. * @param length the length the resulting ray should be
  77928. * @returns a ray in the direction the controller is pointing
  77929. */
  77930. getForwardRay(length?: number): Ray;
  77931. }
  77932. }
  77933. declare module BABYLON {
  77934. /**
  77935. * Defines the WebVRController object that represents controllers tracked in 3D space
  77936. */
  77937. export abstract class WebVRController extends PoseEnabledController {
  77938. /**
  77939. * Internal, the default controller model for the controller
  77940. */
  77941. protected _defaultModel: AbstractMesh;
  77942. /**
  77943. * Fired when the trigger state has changed
  77944. */
  77945. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  77946. /**
  77947. * Fired when the main button state has changed
  77948. */
  77949. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77950. /**
  77951. * Fired when the secondary button state has changed
  77952. */
  77953. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  77954. /**
  77955. * Fired when the pad state has changed
  77956. */
  77957. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  77958. /**
  77959. * Fired when controllers stick values have changed
  77960. */
  77961. onPadValuesChangedObservable: Observable<StickValues>;
  77962. /**
  77963. * Array of button availible on the controller
  77964. */
  77965. protected _buttons: Array<MutableGamepadButton>;
  77966. private _onButtonStateChange;
  77967. /**
  77968. * Fired when a controller button's state has changed
  77969. * @param callback the callback containing the button that was modified
  77970. */
  77971. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  77972. /**
  77973. * X and Y axis corresponding to the controllers joystick
  77974. */
  77975. pad: StickValues;
  77976. /**
  77977. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  77978. */
  77979. hand: string;
  77980. /**
  77981. * The default controller model for the controller
  77982. */
  77983. readonly defaultModel: AbstractMesh;
  77984. /**
  77985. * Creates a new WebVRController from a gamepad
  77986. * @param vrGamepad the gamepad that the WebVRController should be created from
  77987. */
  77988. constructor(vrGamepad: any);
  77989. /**
  77990. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  77991. */
  77992. update(): void;
  77993. /**
  77994. * Function to be called when a button is modified
  77995. */
  77996. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  77997. /**
  77998. * Loads a mesh and attaches it to the controller
  77999. * @param scene the scene the mesh should be added to
  78000. * @param meshLoaded callback for when the mesh has been loaded
  78001. */
  78002. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78003. private _setButtonValue;
  78004. private _changes;
  78005. private _checkChanges;
  78006. /**
  78007. * Disposes of th webVRCOntroller
  78008. */
  78009. dispose(): void;
  78010. }
  78011. }
  78012. declare module BABYLON {
  78013. /**
  78014. * The HemisphericLight simulates the ambient environment light,
  78015. * so the passed direction is the light reflection direction, not the incoming direction.
  78016. */
  78017. export class HemisphericLight extends Light {
  78018. /**
  78019. * The groundColor is the light in the opposite direction to the one specified during creation.
  78020. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  78021. */
  78022. groundColor: Color3;
  78023. /**
  78024. * The light reflection direction, not the incoming direction.
  78025. */
  78026. direction: Vector3;
  78027. /**
  78028. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78029. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78030. * The HemisphericLight can't cast shadows.
  78031. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78032. * @param name The friendly name of the light
  78033. * @param direction The direction of the light reflection
  78034. * @param scene The scene the light belongs to
  78035. */
  78036. constructor(name: string, direction: Vector3, scene: Scene);
  78037. protected _buildUniformLayout(): void;
  78038. /**
  78039. * Returns the string "HemisphericLight".
  78040. * @return The class name
  78041. */
  78042. getClassName(): string;
  78043. /**
  78044. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78045. * Returns the updated direction.
  78046. * @param target The target the direction should point to
  78047. * @return The computed direction
  78048. */
  78049. setDirectionToTarget(target: Vector3): Vector3;
  78050. /**
  78051. * Returns the shadow generator associated to the light.
  78052. * @returns Always null for hemispheric lights because it does not support shadows.
  78053. */
  78054. getShadowGenerator(): Nullable<IShadowGenerator>;
  78055. /**
  78056. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78057. * @param effect The effect to update
  78058. * @param lightIndex The index of the light in the effect to update
  78059. * @returns The hemispheric light
  78060. */
  78061. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78062. /**
  78063. * Computes the world matrix of the node
  78064. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78065. * @param useWasUpdatedFlag defines a reserved property
  78066. * @returns the world matrix
  78067. */
  78068. computeWorldMatrix(): Matrix;
  78069. /**
  78070. * Returns the integer 3.
  78071. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78072. */
  78073. getTypeID(): number;
  78074. /**
  78075. * Prepares the list of defines specific to the light type.
  78076. * @param defines the list of defines
  78077. * @param lightIndex defines the index of the light for the effect
  78078. */
  78079. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78080. }
  78081. }
  78082. declare module BABYLON {
  78083. /** @hidden */
  78084. export var vrMultiviewToSingleviewPixelShader: {
  78085. name: string;
  78086. shader: string;
  78087. };
  78088. }
  78089. declare module BABYLON {
  78090. /**
  78091. * Renders to multiple views with a single draw call
  78092. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78093. */
  78094. export class MultiviewRenderTarget extends RenderTargetTexture {
  78095. /**
  78096. * Creates a multiview render target
  78097. * @param scene scene used with the render target
  78098. * @param size the size of the render target (used for each view)
  78099. */
  78100. constructor(scene: Scene, size?: number | {
  78101. width: number;
  78102. height: number;
  78103. } | {
  78104. ratio: number;
  78105. });
  78106. /**
  78107. * @hidden
  78108. * @param faceIndex the face index, if its a cube texture
  78109. */
  78110. _bindFrameBuffer(faceIndex?: number): void;
  78111. /**
  78112. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78113. * @returns the view count
  78114. */
  78115. getViewCount(): number;
  78116. }
  78117. }
  78118. declare module BABYLON {
  78119. /**
  78120. * Reprasents a camera frustum
  78121. */
  78122. export class Frustum {
  78123. /**
  78124. * Gets the planes representing the frustum
  78125. * @param transform matrix to be applied to the returned planes
  78126. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78127. */
  78128. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78129. /**
  78130. * Gets the near frustum plane transformed by the transform matrix
  78131. * @param transform transformation matrix to be applied to the resulting frustum plane
  78132. * @param frustumPlane the resuling frustum plane
  78133. */
  78134. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78135. /**
  78136. * Gets the far frustum plane transformed by the transform matrix
  78137. * @param transform transformation matrix to be applied to the resulting frustum plane
  78138. * @param frustumPlane the resuling frustum plane
  78139. */
  78140. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78141. /**
  78142. * Gets the left frustum plane transformed by the transform matrix
  78143. * @param transform transformation matrix to be applied to the resulting frustum plane
  78144. * @param frustumPlane the resuling frustum plane
  78145. */
  78146. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78147. /**
  78148. * Gets the right frustum plane transformed by the transform matrix
  78149. * @param transform transformation matrix to be applied to the resulting frustum plane
  78150. * @param frustumPlane the resuling frustum plane
  78151. */
  78152. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78153. /**
  78154. * Gets the top frustum plane transformed by the transform matrix
  78155. * @param transform transformation matrix to be applied to the resulting frustum plane
  78156. * @param frustumPlane the resuling frustum plane
  78157. */
  78158. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78159. /**
  78160. * Gets the bottom frustum plane transformed by the transform matrix
  78161. * @param transform transformation matrix to be applied to the resulting frustum plane
  78162. * @param frustumPlane the resuling frustum plane
  78163. */
  78164. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78165. /**
  78166. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78167. * @param transform transformation matrix to be applied to the resulting frustum planes
  78168. * @param frustumPlanes the resuling frustum planes
  78169. */
  78170. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78171. }
  78172. }
  78173. declare module BABYLON {
  78174. interface Engine {
  78175. /**
  78176. * Creates a new multiview render target
  78177. * @param width defines the width of the texture
  78178. * @param height defines the height of the texture
  78179. * @returns the created multiview texture
  78180. */
  78181. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78182. /**
  78183. * Binds a multiview framebuffer to be drawn to
  78184. * @param multiviewTexture texture to bind
  78185. */
  78186. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78187. }
  78188. interface Camera {
  78189. /**
  78190. * @hidden
  78191. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78192. */
  78193. _useMultiviewToSingleView: boolean;
  78194. /**
  78195. * @hidden
  78196. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  78197. */
  78198. _multiviewTexture: Nullable<RenderTargetTexture>;
  78199. /**
  78200. * @hidden
  78201. * ensures the multiview texture of the camera exists and has the specified width/height
  78202. * @param width height to set on the multiview texture
  78203. * @param height width to set on the multiview texture
  78204. */
  78205. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78206. }
  78207. interface Scene {
  78208. /** @hidden */
  78209. _transformMatrixR: Matrix;
  78210. /** @hidden */
  78211. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78212. /** @hidden */
  78213. _createMultiviewUbo(): void;
  78214. /** @hidden */
  78215. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78216. /** @hidden */
  78217. _renderMultiviewToSingleView(camera: Camera): void;
  78218. }
  78219. }
  78220. declare module BABYLON {
  78221. /**
  78222. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78223. * This will not be used for webXR as it supports displaying texture arrays directly
  78224. */
  78225. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78226. /**
  78227. * Initializes a VRMultiviewToSingleview
  78228. * @param name name of the post process
  78229. * @param camera camera to be applied to
  78230. * @param scaleFactor scaling factor to the size of the output texture
  78231. */
  78232. constructor(name: string, camera: Camera, scaleFactor: number);
  78233. }
  78234. }
  78235. declare module BABYLON {
  78236. interface Engine {
  78237. /** @hidden */
  78238. _vrDisplay: any;
  78239. /** @hidden */
  78240. _vrSupported: boolean;
  78241. /** @hidden */
  78242. _oldSize: Size;
  78243. /** @hidden */
  78244. _oldHardwareScaleFactor: number;
  78245. /** @hidden */
  78246. _vrExclusivePointerMode: boolean;
  78247. /** @hidden */
  78248. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78249. /** @hidden */
  78250. _onVRDisplayPointerRestricted: () => void;
  78251. /** @hidden */
  78252. _onVRDisplayPointerUnrestricted: () => void;
  78253. /** @hidden */
  78254. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78255. /** @hidden */
  78256. _onVrDisplayDisconnect: Nullable<() => void>;
  78257. /** @hidden */
  78258. _onVrDisplayPresentChange: Nullable<() => void>;
  78259. /**
  78260. * Observable signaled when VR display mode changes
  78261. */
  78262. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78263. /**
  78264. * Observable signaled when VR request present is complete
  78265. */
  78266. onVRRequestPresentComplete: Observable<boolean>;
  78267. /**
  78268. * Observable signaled when VR request present starts
  78269. */
  78270. onVRRequestPresentStart: Observable<Engine>;
  78271. /**
  78272. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78273. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78274. */
  78275. isInVRExclusivePointerMode: boolean;
  78276. /**
  78277. * Gets a boolean indicating if a webVR device was detected
  78278. * @returns true if a webVR device was detected
  78279. */
  78280. isVRDevicePresent(): boolean;
  78281. /**
  78282. * Gets the current webVR device
  78283. * @returns the current webVR device (or null)
  78284. */
  78285. getVRDevice(): any;
  78286. /**
  78287. * Initializes a webVR display and starts listening to display change events
  78288. * The onVRDisplayChangedObservable will be notified upon these changes
  78289. * @returns A promise containing a VRDisplay and if vr is supported
  78290. */
  78291. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78292. /** @hidden */
  78293. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78294. /**
  78295. * Call this function to switch to webVR mode
  78296. * Will do nothing if webVR is not supported or if there is no webVR device
  78297. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78298. */
  78299. enableVR(): void;
  78300. /** @hidden */
  78301. _onVRFullScreenTriggered(): void;
  78302. }
  78303. }
  78304. declare module BABYLON {
  78305. /**
  78306. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78307. * IMPORTANT!! The data is right-hand data.
  78308. * @export
  78309. * @interface DevicePose
  78310. */
  78311. export interface DevicePose {
  78312. /**
  78313. * The position of the device, values in array are [x,y,z].
  78314. */
  78315. readonly position: Nullable<Float32Array>;
  78316. /**
  78317. * The linearVelocity of the device, values in array are [x,y,z].
  78318. */
  78319. readonly linearVelocity: Nullable<Float32Array>;
  78320. /**
  78321. * The linearAcceleration of the device, values in array are [x,y,z].
  78322. */
  78323. readonly linearAcceleration: Nullable<Float32Array>;
  78324. /**
  78325. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78326. */
  78327. readonly orientation: Nullable<Float32Array>;
  78328. /**
  78329. * The angularVelocity of the device, values in array are [x,y,z].
  78330. */
  78331. readonly angularVelocity: Nullable<Float32Array>;
  78332. /**
  78333. * The angularAcceleration of the device, values in array are [x,y,z].
  78334. */
  78335. readonly angularAcceleration: Nullable<Float32Array>;
  78336. }
  78337. /**
  78338. * Interface representing a pose controlled object in Babylon.
  78339. * A pose controlled object has both regular pose values as well as pose values
  78340. * from an external device such as a VR head mounted display
  78341. */
  78342. export interface PoseControlled {
  78343. /**
  78344. * The position of the object in babylon space.
  78345. */
  78346. position: Vector3;
  78347. /**
  78348. * The rotation quaternion of the object in babylon space.
  78349. */
  78350. rotationQuaternion: Quaternion;
  78351. /**
  78352. * The position of the device in babylon space.
  78353. */
  78354. devicePosition?: Vector3;
  78355. /**
  78356. * The rotation quaternion of the device in babylon space.
  78357. */
  78358. deviceRotationQuaternion: Quaternion;
  78359. /**
  78360. * The raw pose coming from the device.
  78361. */
  78362. rawPose: Nullable<DevicePose>;
  78363. /**
  78364. * The scale of the device to be used when translating from device space to babylon space.
  78365. */
  78366. deviceScaleFactor: number;
  78367. /**
  78368. * Updates the poseControlled values based on the input device pose.
  78369. * @param poseData the pose data to update the object with
  78370. */
  78371. updateFromDevice(poseData: DevicePose): void;
  78372. }
  78373. /**
  78374. * Set of options to customize the webVRCamera
  78375. */
  78376. export interface WebVROptions {
  78377. /**
  78378. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78379. */
  78380. trackPosition?: boolean;
  78381. /**
  78382. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78383. */
  78384. positionScale?: number;
  78385. /**
  78386. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78387. */
  78388. displayName?: string;
  78389. /**
  78390. * Should the native controller meshes be initialized. (default: true)
  78391. */
  78392. controllerMeshes?: boolean;
  78393. /**
  78394. * Creating a default HemiLight only on controllers. (default: true)
  78395. */
  78396. defaultLightingOnControllers?: boolean;
  78397. /**
  78398. * If you don't want to use the default VR button of the helper. (default: false)
  78399. */
  78400. useCustomVRButton?: boolean;
  78401. /**
  78402. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78403. */
  78404. customVRButton?: HTMLButtonElement;
  78405. /**
  78406. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78407. */
  78408. rayLength?: number;
  78409. /**
  78410. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78411. */
  78412. defaultHeight?: number;
  78413. /**
  78414. * If multiview should be used if availible (default: false)
  78415. */
  78416. useMultiview?: boolean;
  78417. }
  78418. /**
  78419. * This represents a WebVR camera.
  78420. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78421. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78422. */
  78423. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78424. private webVROptions;
  78425. /**
  78426. * @hidden
  78427. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78428. */
  78429. _vrDevice: any;
  78430. /**
  78431. * The rawPose of the vrDevice.
  78432. */
  78433. rawPose: Nullable<DevicePose>;
  78434. private _onVREnabled;
  78435. private _specsVersion;
  78436. private _attached;
  78437. private _frameData;
  78438. protected _descendants: Array<Node>;
  78439. private _deviceRoomPosition;
  78440. /** @hidden */
  78441. _deviceRoomRotationQuaternion: Quaternion;
  78442. private _standingMatrix;
  78443. /**
  78444. * Represents device position in babylon space.
  78445. */
  78446. devicePosition: Vector3;
  78447. /**
  78448. * Represents device rotation in babylon space.
  78449. */
  78450. deviceRotationQuaternion: Quaternion;
  78451. /**
  78452. * The scale of the device to be used when translating from device space to babylon space.
  78453. */
  78454. deviceScaleFactor: number;
  78455. private _deviceToWorld;
  78456. private _worldToDevice;
  78457. /**
  78458. * References to the webVR controllers for the vrDevice.
  78459. */
  78460. controllers: Array<WebVRController>;
  78461. /**
  78462. * Emits an event when a controller is attached.
  78463. */
  78464. onControllersAttachedObservable: Observable<WebVRController[]>;
  78465. /**
  78466. * Emits an event when a controller's mesh has been loaded;
  78467. */
  78468. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78469. /**
  78470. * Emits an event when the HMD's pose has been updated.
  78471. */
  78472. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78473. private _poseSet;
  78474. /**
  78475. * If the rig cameras be used as parent instead of this camera.
  78476. */
  78477. rigParenting: boolean;
  78478. private _lightOnControllers;
  78479. private _defaultHeight?;
  78480. /**
  78481. * Instantiates a WebVRFreeCamera.
  78482. * @param name The name of the WebVRFreeCamera
  78483. * @param position The starting anchor position for the camera
  78484. * @param scene The scene the camera belongs to
  78485. * @param webVROptions a set of customizable options for the webVRCamera
  78486. */
  78487. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78488. /**
  78489. * Gets the device distance from the ground in meters.
  78490. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  78491. */
  78492. deviceDistanceToRoomGround(): number;
  78493. /**
  78494. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78495. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78496. */
  78497. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78498. /**
  78499. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78500. * @returns A promise with a boolean set to if the standing matrix is supported.
  78501. */
  78502. useStandingMatrixAsync(): Promise<boolean>;
  78503. /**
  78504. * Disposes the camera
  78505. */
  78506. dispose(): void;
  78507. /**
  78508. * Gets a vrController by name.
  78509. * @param name The name of the controller to retreive
  78510. * @returns the controller matching the name specified or null if not found
  78511. */
  78512. getControllerByName(name: string): Nullable<WebVRController>;
  78513. private _leftController;
  78514. /**
  78515. * The controller corresponding to the users left hand.
  78516. */
  78517. readonly leftController: Nullable<WebVRController>;
  78518. private _rightController;
  78519. /**
  78520. * The controller corresponding to the users right hand.
  78521. */
  78522. readonly rightController: Nullable<WebVRController>;
  78523. /**
  78524. * Casts a ray forward from the vrCamera's gaze.
  78525. * @param length Length of the ray (default: 100)
  78526. * @returns the ray corresponding to the gaze
  78527. */
  78528. getForwardRay(length?: number): Ray;
  78529. /**
  78530. * @hidden
  78531. * Updates the camera based on device's frame data
  78532. */
  78533. _checkInputs(): void;
  78534. /**
  78535. * Updates the poseControlled values based on the input device pose.
  78536. * @param poseData Pose coming from the device
  78537. */
  78538. updateFromDevice(poseData: DevicePose): void;
  78539. private _htmlElementAttached;
  78540. private _detachIfAttached;
  78541. /**
  78542. * WebVR's attach control will start broadcasting frames to the device.
  78543. * Note that in certain browsers (chrome for example) this function must be called
  78544. * within a user-interaction callback. Example:
  78545. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78546. *
  78547. * @param element html element to attach the vrDevice to
  78548. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78549. */
  78550. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78551. /**
  78552. * Detaches the camera from the html element and disables VR
  78553. *
  78554. * @param element html element to detach from
  78555. */
  78556. detachControl(element: HTMLElement): void;
  78557. /**
  78558. * @returns the name of this class
  78559. */
  78560. getClassName(): string;
  78561. /**
  78562. * Calls resetPose on the vrDisplay
  78563. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78564. */
  78565. resetToCurrentRotation(): void;
  78566. /**
  78567. * @hidden
  78568. * Updates the rig cameras (left and right eye)
  78569. */
  78570. _updateRigCameras(): void;
  78571. private _workingVector;
  78572. private _oneVector;
  78573. private _workingMatrix;
  78574. private updateCacheCalled;
  78575. private _correctPositionIfNotTrackPosition;
  78576. /**
  78577. * @hidden
  78578. * Updates the cached values of the camera
  78579. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78580. */
  78581. _updateCache(ignoreParentClass?: boolean): void;
  78582. /**
  78583. * @hidden
  78584. * Get current device position in babylon world
  78585. */
  78586. _computeDevicePosition(): void;
  78587. /**
  78588. * Updates the current device position and rotation in the babylon world
  78589. */
  78590. update(): void;
  78591. /**
  78592. * @hidden
  78593. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78594. * @returns an identity matrix
  78595. */
  78596. _getViewMatrix(): Matrix;
  78597. private _tmpMatrix;
  78598. /**
  78599. * This function is called by the two RIG cameras.
  78600. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78601. * @hidden
  78602. */
  78603. _getWebVRViewMatrix(): Matrix;
  78604. /** @hidden */
  78605. _getWebVRProjectionMatrix(): Matrix;
  78606. private _onGamepadConnectedObserver;
  78607. private _onGamepadDisconnectedObserver;
  78608. private _updateCacheWhenTrackingDisabledObserver;
  78609. /**
  78610. * Initializes the controllers and their meshes
  78611. */
  78612. initControllers(): void;
  78613. }
  78614. }
  78615. declare module BABYLON {
  78616. /**
  78617. * Size options for a post process
  78618. */
  78619. export type PostProcessOptions = {
  78620. width: number;
  78621. height: number;
  78622. };
  78623. /**
  78624. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78625. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78626. */
  78627. export class PostProcess {
  78628. /** Name of the PostProcess. */
  78629. name: string;
  78630. /**
  78631. * Gets or sets the unique id of the post process
  78632. */
  78633. uniqueId: number;
  78634. /**
  78635. * Width of the texture to apply the post process on
  78636. */
  78637. width: number;
  78638. /**
  78639. * Height of the texture to apply the post process on
  78640. */
  78641. height: number;
  78642. /**
  78643. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78644. * @hidden
  78645. */
  78646. _outputTexture: Nullable<InternalTexture>;
  78647. /**
  78648. * Sampling mode used by the shader
  78649. * See https://doc.babylonjs.com/classes/3.1/texture
  78650. */
  78651. renderTargetSamplingMode: number;
  78652. /**
  78653. * Clear color to use when screen clearing
  78654. */
  78655. clearColor: Color4;
  78656. /**
  78657. * If the buffer needs to be cleared before applying the post process. (default: true)
  78658. * Should be set to false if shader will overwrite all previous pixels.
  78659. */
  78660. autoClear: boolean;
  78661. /**
  78662. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78663. */
  78664. alphaMode: number;
  78665. /**
  78666. * Sets the setAlphaBlendConstants of the babylon engine
  78667. */
  78668. alphaConstants: Color4;
  78669. /**
  78670. * Animations to be used for the post processing
  78671. */
  78672. animations: Animation[];
  78673. /**
  78674. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78675. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78676. */
  78677. enablePixelPerfectMode: boolean;
  78678. /**
  78679. * Force the postprocess to be applied without taking in account viewport
  78680. */
  78681. forceFullscreenViewport: boolean;
  78682. /**
  78683. * List of inspectable custom properties (used by the Inspector)
  78684. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78685. */
  78686. inspectableCustomProperties: IInspectable[];
  78687. /**
  78688. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78689. *
  78690. * | Value | Type | Description |
  78691. * | ----- | ----------------------------------- | ----------- |
  78692. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78693. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78694. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78695. *
  78696. */
  78697. scaleMode: number;
  78698. /**
  78699. * Force textures to be a power of two (default: false)
  78700. */
  78701. alwaysForcePOT: boolean;
  78702. private _samples;
  78703. /**
  78704. * Number of sample textures (default: 1)
  78705. */
  78706. samples: number;
  78707. /**
  78708. * Modify the scale of the post process to be the same as the viewport (default: false)
  78709. */
  78710. adaptScaleToCurrentViewport: boolean;
  78711. private _camera;
  78712. private _scene;
  78713. private _engine;
  78714. private _options;
  78715. private _reusable;
  78716. private _textureType;
  78717. /**
  78718. * Smart array of input and output textures for the post process.
  78719. * @hidden
  78720. */
  78721. _textures: SmartArray<InternalTexture>;
  78722. /**
  78723. * The index in _textures that corresponds to the output texture.
  78724. * @hidden
  78725. */
  78726. _currentRenderTextureInd: number;
  78727. private _effect;
  78728. private _samplers;
  78729. private _fragmentUrl;
  78730. private _vertexUrl;
  78731. private _parameters;
  78732. private _scaleRatio;
  78733. protected _indexParameters: any;
  78734. private _shareOutputWithPostProcess;
  78735. private _texelSize;
  78736. private _forcedOutputTexture;
  78737. /**
  78738. * Returns the fragment url or shader name used in the post process.
  78739. * @returns the fragment url or name in the shader store.
  78740. */
  78741. getEffectName(): string;
  78742. /**
  78743. * An event triggered when the postprocess is activated.
  78744. */
  78745. onActivateObservable: Observable<Camera>;
  78746. private _onActivateObserver;
  78747. /**
  78748. * A function that is added to the onActivateObservable
  78749. */
  78750. onActivate: Nullable<(camera: Camera) => void>;
  78751. /**
  78752. * An event triggered when the postprocess changes its size.
  78753. */
  78754. onSizeChangedObservable: Observable<PostProcess>;
  78755. private _onSizeChangedObserver;
  78756. /**
  78757. * A function that is added to the onSizeChangedObservable
  78758. */
  78759. onSizeChanged: (postProcess: PostProcess) => void;
  78760. /**
  78761. * An event triggered when the postprocess applies its effect.
  78762. */
  78763. onApplyObservable: Observable<Effect>;
  78764. private _onApplyObserver;
  78765. /**
  78766. * A function that is added to the onApplyObservable
  78767. */
  78768. onApply: (effect: Effect) => void;
  78769. /**
  78770. * An event triggered before rendering the postprocess
  78771. */
  78772. onBeforeRenderObservable: Observable<Effect>;
  78773. private _onBeforeRenderObserver;
  78774. /**
  78775. * A function that is added to the onBeforeRenderObservable
  78776. */
  78777. onBeforeRender: (effect: Effect) => void;
  78778. /**
  78779. * An event triggered after rendering the postprocess
  78780. */
  78781. onAfterRenderObservable: Observable<Effect>;
  78782. private _onAfterRenderObserver;
  78783. /**
  78784. * A function that is added to the onAfterRenderObservable
  78785. */
  78786. onAfterRender: (efect: Effect) => void;
  78787. /**
  78788. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  78789. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  78790. */
  78791. inputTexture: InternalTexture;
  78792. /**
  78793. * Gets the camera which post process is applied to.
  78794. * @returns The camera the post process is applied to.
  78795. */
  78796. getCamera(): Camera;
  78797. /**
  78798. * Gets the texel size of the postprocess.
  78799. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  78800. */
  78801. readonly texelSize: Vector2;
  78802. /**
  78803. * Creates a new instance PostProcess
  78804. * @param name The name of the PostProcess.
  78805. * @param fragmentUrl The url of the fragment shader to be used.
  78806. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  78807. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  78808. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78809. * @param camera The camera to apply the render pass to.
  78810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78811. * @param engine The engine which the post process will be applied. (default: current engine)
  78812. * @param reusable If the post process can be reused on the same frame. (default: false)
  78813. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  78814. * @param textureType Type of textures used when performing the post process. (default: 0)
  78815. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  78816. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  78817. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  78818. */
  78819. constructor(
  78820. /** Name of the PostProcess. */
  78821. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  78822. /**
  78823. * Gets a string idenfifying the name of the class
  78824. * @returns "PostProcess" string
  78825. */
  78826. getClassName(): string;
  78827. /**
  78828. * Gets the engine which this post process belongs to.
  78829. * @returns The engine the post process was enabled with.
  78830. */
  78831. getEngine(): Engine;
  78832. /**
  78833. * The effect that is created when initializing the post process.
  78834. * @returns The created effect corresponding the the postprocess.
  78835. */
  78836. getEffect(): Effect;
  78837. /**
  78838. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  78839. * @param postProcess The post process to share the output with.
  78840. * @returns This post process.
  78841. */
  78842. shareOutputWith(postProcess: PostProcess): PostProcess;
  78843. /**
  78844. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  78845. * This should be called if the post process that shares output with this post process is disabled/disposed.
  78846. */
  78847. useOwnOutput(): void;
  78848. /**
  78849. * Updates the effect with the current post process compile time values and recompiles the shader.
  78850. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78851. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78852. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78853. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  78854. * @param onCompiled Called when the shader has been compiled.
  78855. * @param onError Called if there is an error when compiling a shader.
  78856. */
  78857. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78858. /**
  78859. * The post process is reusable if it can be used multiple times within one frame.
  78860. * @returns If the post process is reusable
  78861. */
  78862. isReusable(): boolean;
  78863. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  78864. markTextureDirty(): void;
  78865. /**
  78866. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  78867. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  78868. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  78869. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  78870. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  78871. * @returns The target texture that was bound to be written to.
  78872. */
  78873. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  78874. /**
  78875. * If the post process is supported.
  78876. */
  78877. readonly isSupported: boolean;
  78878. /**
  78879. * The aspect ratio of the output texture.
  78880. */
  78881. readonly aspectRatio: number;
  78882. /**
  78883. * Get a value indicating if the post-process is ready to be used
  78884. * @returns true if the post-process is ready (shader is compiled)
  78885. */
  78886. isReady(): boolean;
  78887. /**
  78888. * Binds all textures and uniforms to the shader, this will be run on every pass.
  78889. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  78890. */
  78891. apply(): Nullable<Effect>;
  78892. private _disposeTextures;
  78893. /**
  78894. * Disposes the post process.
  78895. * @param camera The camera to dispose the post process on.
  78896. */
  78897. dispose(camera?: Camera): void;
  78898. }
  78899. }
  78900. declare module BABYLON {
  78901. /** @hidden */
  78902. export var kernelBlurVaryingDeclaration: {
  78903. name: string;
  78904. shader: string;
  78905. };
  78906. }
  78907. declare module BABYLON {
  78908. /** @hidden */
  78909. export var kernelBlurFragment: {
  78910. name: string;
  78911. shader: string;
  78912. };
  78913. }
  78914. declare module BABYLON {
  78915. /** @hidden */
  78916. export var kernelBlurFragment2: {
  78917. name: string;
  78918. shader: string;
  78919. };
  78920. }
  78921. declare module BABYLON {
  78922. /** @hidden */
  78923. export var kernelBlurPixelShader: {
  78924. name: string;
  78925. shader: string;
  78926. };
  78927. }
  78928. declare module BABYLON {
  78929. /** @hidden */
  78930. export var kernelBlurVertex: {
  78931. name: string;
  78932. shader: string;
  78933. };
  78934. }
  78935. declare module BABYLON {
  78936. /** @hidden */
  78937. export var kernelBlurVertexShader: {
  78938. name: string;
  78939. shader: string;
  78940. };
  78941. }
  78942. declare module BABYLON {
  78943. /**
  78944. * The Blur Post Process which blurs an image based on a kernel and direction.
  78945. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  78946. */
  78947. export class BlurPostProcess extends PostProcess {
  78948. /** The direction in which to blur the image. */
  78949. direction: Vector2;
  78950. private blockCompilation;
  78951. protected _kernel: number;
  78952. protected _idealKernel: number;
  78953. protected _packedFloat: boolean;
  78954. private _staticDefines;
  78955. /**
  78956. * Sets the length in pixels of the blur sample region
  78957. */
  78958. /**
  78959. * Gets the length in pixels of the blur sample region
  78960. */
  78961. kernel: number;
  78962. /**
  78963. * Sets wether or not the blur needs to unpack/repack floats
  78964. */
  78965. /**
  78966. * Gets wether or not the blur is unpacking/repacking floats
  78967. */
  78968. packedFloat: boolean;
  78969. /**
  78970. * Creates a new instance BlurPostProcess
  78971. * @param name The name of the effect.
  78972. * @param direction The direction in which to blur the image.
  78973. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  78974. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  78975. * @param camera The camera to apply the render pass to.
  78976. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  78977. * @param engine The engine which the post process will be applied. (default: current engine)
  78978. * @param reusable If the post process can be reused on the same frame. (default: false)
  78979. * @param textureType Type of textures used when performing the post process. (default: 0)
  78980. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  78981. */
  78982. constructor(name: string,
  78983. /** The direction in which to blur the image. */
  78984. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  78985. /**
  78986. * Updates the effect with the current post process compile time values and recompiles the shader.
  78987. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  78988. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  78989. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  78990. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  78991. * @param onCompiled Called when the shader has been compiled.
  78992. * @param onError Called if there is an error when compiling a shader.
  78993. */
  78994. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78995. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  78996. /**
  78997. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  78998. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  78999. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79000. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79001. * The gaps between physical kernels are compensated for in the weighting of the samples
  79002. * @param idealKernel Ideal blur kernel.
  79003. * @return Nearest best kernel.
  79004. */
  79005. protected _nearestBestKernel(idealKernel: number): number;
  79006. /**
  79007. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79008. * @param x The point on the Gaussian distribution to sample.
  79009. * @return the value of the Gaussian function at x.
  79010. */
  79011. protected _gaussianWeight(x: number): number;
  79012. /**
  79013. * Generates a string that can be used as a floating point number in GLSL.
  79014. * @param x Value to print.
  79015. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79016. * @return GLSL float string.
  79017. */
  79018. protected _glslFloat(x: number, decimalFigures?: number): string;
  79019. }
  79020. }
  79021. declare module BABYLON {
  79022. /**
  79023. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79024. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79025. * You can then easily use it as a reflectionTexture on a flat surface.
  79026. * In case the surface is not a plane, please consider relying on reflection probes.
  79027. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79028. */
  79029. export class MirrorTexture extends RenderTargetTexture {
  79030. private scene;
  79031. /**
  79032. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79033. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  79034. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79035. */
  79036. mirrorPlane: Plane;
  79037. /**
  79038. * Define the blur ratio used to blur the reflection if needed.
  79039. */
  79040. blurRatio: number;
  79041. /**
  79042. * Define the adaptive blur kernel used to blur the reflection if needed.
  79043. * This will autocompute the closest best match for the `blurKernel`
  79044. */
  79045. adaptiveBlurKernel: number;
  79046. /**
  79047. * Define the blur kernel used to blur the reflection if needed.
  79048. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79049. */
  79050. blurKernel: number;
  79051. /**
  79052. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79053. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79054. */
  79055. blurKernelX: number;
  79056. /**
  79057. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79058. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79059. */
  79060. blurKernelY: number;
  79061. private _autoComputeBlurKernel;
  79062. protected _onRatioRescale(): void;
  79063. private _updateGammaSpace;
  79064. private _imageProcessingConfigChangeObserver;
  79065. private _transformMatrix;
  79066. private _mirrorMatrix;
  79067. private _savedViewMatrix;
  79068. private _blurX;
  79069. private _blurY;
  79070. private _adaptiveBlurKernel;
  79071. private _blurKernelX;
  79072. private _blurKernelY;
  79073. private _blurRatio;
  79074. /**
  79075. * Instantiates a Mirror Texture.
  79076. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79077. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79078. * You can then easily use it as a reflectionTexture on a flat surface.
  79079. * In case the surface is not a plane, please consider relying on reflection probes.
  79080. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79081. * @param name
  79082. * @param size
  79083. * @param scene
  79084. * @param generateMipMaps
  79085. * @param type
  79086. * @param samplingMode
  79087. * @param generateDepthBuffer
  79088. */
  79089. constructor(name: string, size: number | {
  79090. width: number;
  79091. height: number;
  79092. } | {
  79093. ratio: number;
  79094. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79095. private _preparePostProcesses;
  79096. /**
  79097. * Clone the mirror texture.
  79098. * @returns the cloned texture
  79099. */
  79100. clone(): MirrorTexture;
  79101. /**
  79102. * Serialize the texture to a JSON representation you could use in Parse later on
  79103. * @returns the serialized JSON representation
  79104. */
  79105. serialize(): any;
  79106. /**
  79107. * Dispose the texture and release its associated resources.
  79108. */
  79109. dispose(): void;
  79110. }
  79111. }
  79112. declare module BABYLON {
  79113. /**
  79114. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79115. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79116. */
  79117. export class Texture extends BaseTexture {
  79118. /** @hidden */
  79119. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79120. /** @hidden */
  79121. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79122. /** @hidden */
  79123. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79124. /** nearest is mag = nearest and min = nearest and mip = linear */
  79125. static readonly NEAREST_SAMPLINGMODE: number;
  79126. /** nearest is mag = nearest and min = nearest and mip = linear */
  79127. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79128. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79129. static readonly BILINEAR_SAMPLINGMODE: number;
  79130. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79131. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79132. /** Trilinear is mag = linear and min = linear and mip = linear */
  79133. static readonly TRILINEAR_SAMPLINGMODE: number;
  79134. /** Trilinear is mag = linear and min = linear and mip = linear */
  79135. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79136. /** mag = nearest and min = nearest and mip = nearest */
  79137. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79138. /** mag = nearest and min = linear and mip = nearest */
  79139. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79140. /** mag = nearest and min = linear and mip = linear */
  79141. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79142. /** mag = nearest and min = linear and mip = none */
  79143. static readonly NEAREST_LINEAR: number;
  79144. /** mag = nearest and min = nearest and mip = none */
  79145. static readonly NEAREST_NEAREST: number;
  79146. /** mag = linear and min = nearest and mip = nearest */
  79147. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79148. /** mag = linear and min = nearest and mip = linear */
  79149. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79150. /** mag = linear and min = linear and mip = none */
  79151. static readonly LINEAR_LINEAR: number;
  79152. /** mag = linear and min = nearest and mip = none */
  79153. static readonly LINEAR_NEAREST: number;
  79154. /** Explicit coordinates mode */
  79155. static readonly EXPLICIT_MODE: number;
  79156. /** Spherical coordinates mode */
  79157. static readonly SPHERICAL_MODE: number;
  79158. /** Planar coordinates mode */
  79159. static readonly PLANAR_MODE: number;
  79160. /** Cubic coordinates mode */
  79161. static readonly CUBIC_MODE: number;
  79162. /** Projection coordinates mode */
  79163. static readonly PROJECTION_MODE: number;
  79164. /** Inverse Cubic coordinates mode */
  79165. static readonly SKYBOX_MODE: number;
  79166. /** Inverse Cubic coordinates mode */
  79167. static readonly INVCUBIC_MODE: number;
  79168. /** Equirectangular coordinates mode */
  79169. static readonly EQUIRECTANGULAR_MODE: number;
  79170. /** Equirectangular Fixed coordinates mode */
  79171. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79172. /** Equirectangular Fixed Mirrored coordinates mode */
  79173. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79174. /** Texture is not repeating outside of 0..1 UVs */
  79175. static readonly CLAMP_ADDRESSMODE: number;
  79176. /** Texture is repeating outside of 0..1 UVs */
  79177. static readonly WRAP_ADDRESSMODE: number;
  79178. /** Texture is repeating and mirrored */
  79179. static readonly MIRROR_ADDRESSMODE: number;
  79180. /**
  79181. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  79182. */
  79183. static UseSerializedUrlIfAny: boolean;
  79184. /**
  79185. * Define the url of the texture.
  79186. */
  79187. url: Nullable<string>;
  79188. /**
  79189. * Define an offset on the texture to offset the u coordinates of the UVs
  79190. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79191. */
  79192. uOffset: number;
  79193. /**
  79194. * Define an offset on the texture to offset the v coordinates of the UVs
  79195. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79196. */
  79197. vOffset: number;
  79198. /**
  79199. * Define an offset on the texture to scale the u coordinates of the UVs
  79200. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79201. */
  79202. uScale: number;
  79203. /**
  79204. * Define an offset on the texture to scale the v coordinates of the UVs
  79205. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79206. */
  79207. vScale: number;
  79208. /**
  79209. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79210. * @see http://doc.babylonjs.com/how_to/more_materials
  79211. */
  79212. uAng: number;
  79213. /**
  79214. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79215. * @see http://doc.babylonjs.com/how_to/more_materials
  79216. */
  79217. vAng: number;
  79218. /**
  79219. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79220. * @see http://doc.babylonjs.com/how_to/more_materials
  79221. */
  79222. wAng: number;
  79223. /**
  79224. * Defines the center of rotation (U)
  79225. */
  79226. uRotationCenter: number;
  79227. /**
  79228. * Defines the center of rotation (V)
  79229. */
  79230. vRotationCenter: number;
  79231. /**
  79232. * Defines the center of rotation (W)
  79233. */
  79234. wRotationCenter: number;
  79235. /**
  79236. * Are mip maps generated for this texture or not.
  79237. */
  79238. readonly noMipmap: boolean;
  79239. /**
  79240. * List of inspectable custom properties (used by the Inspector)
  79241. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79242. */
  79243. inspectableCustomProperties: Nullable<IInspectable[]>;
  79244. private _noMipmap;
  79245. /** @hidden */
  79246. _invertY: boolean;
  79247. private _rowGenerationMatrix;
  79248. private _cachedTextureMatrix;
  79249. private _projectionModeMatrix;
  79250. private _t0;
  79251. private _t1;
  79252. private _t2;
  79253. private _cachedUOffset;
  79254. private _cachedVOffset;
  79255. private _cachedUScale;
  79256. private _cachedVScale;
  79257. private _cachedUAng;
  79258. private _cachedVAng;
  79259. private _cachedWAng;
  79260. private _cachedProjectionMatrixId;
  79261. private _cachedCoordinatesMode;
  79262. /** @hidden */
  79263. protected _initialSamplingMode: number;
  79264. /** @hidden */
  79265. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79266. private _deleteBuffer;
  79267. protected _format: Nullable<number>;
  79268. private _delayedOnLoad;
  79269. private _delayedOnError;
  79270. /**
  79271. * Observable triggered once the texture has been loaded.
  79272. */
  79273. onLoadObservable: Observable<Texture>;
  79274. protected _isBlocking: boolean;
  79275. /**
  79276. * Is the texture preventing material to render while loading.
  79277. * If false, a default texture will be used instead of the loading one during the preparation step.
  79278. */
  79279. isBlocking: boolean;
  79280. /**
  79281. * Get the current sampling mode associated with the texture.
  79282. */
  79283. readonly samplingMode: number;
  79284. /**
  79285. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79286. */
  79287. readonly invertY: boolean;
  79288. /**
  79289. * Instantiates a new texture.
  79290. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79291. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79292. * @param url define the url of the picture to load as a texture
  79293. * @param scene define the scene or engine the texture will belong to
  79294. * @param noMipmap define if the texture will require mip maps or not
  79295. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79296. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79297. * @param onLoad define a callback triggered when the texture has been loaded
  79298. * @param onError define a callback triggered when an error occurred during the loading session
  79299. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79300. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79301. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79302. */
  79303. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  79304. /**
  79305. * Update the url (and optional buffer) of this texture if url was null during construction.
  79306. * @param url the url of the texture
  79307. * @param buffer the buffer of the texture (defaults to null)
  79308. * @param onLoad callback called when the texture is loaded (defaults to null)
  79309. */
  79310. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79311. /**
  79312. * Finish the loading sequence of a texture flagged as delayed load.
  79313. * @hidden
  79314. */
  79315. delayLoad(): void;
  79316. private _prepareRowForTextureGeneration;
  79317. /**
  79318. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79319. * @returns the transform matrix of the texture.
  79320. */
  79321. getTextureMatrix(): Matrix;
  79322. /**
  79323. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79324. * @returns The reflection texture transform
  79325. */
  79326. getReflectionTextureMatrix(): Matrix;
  79327. /**
  79328. * Clones the texture.
  79329. * @returns the cloned texture
  79330. */
  79331. clone(): Texture;
  79332. /**
  79333. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79334. * @returns The JSON representation of the texture
  79335. */
  79336. serialize(): any;
  79337. /**
  79338. * Get the current class name of the texture useful for serialization or dynamic coding.
  79339. * @returns "Texture"
  79340. */
  79341. getClassName(): string;
  79342. /**
  79343. * Dispose the texture and release its associated resources.
  79344. */
  79345. dispose(): void;
  79346. /**
  79347. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79348. * @param parsedTexture Define the JSON representation of the texture
  79349. * @param scene Define the scene the parsed texture should be instantiated in
  79350. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79351. * @returns The parsed texture if successful
  79352. */
  79353. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79354. /**
  79355. * Creates a texture from its base 64 representation.
  79356. * @param data Define the base64 payload without the data: prefix
  79357. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79358. * @param scene Define the scene the texture should belong to
  79359. * @param noMipmap Forces the texture to not create mip map information if true
  79360. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79361. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79362. * @param onLoad define a callback triggered when the texture has been loaded
  79363. * @param onError define a callback triggered when an error occurred during the loading session
  79364. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79365. * @returns the created texture
  79366. */
  79367. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79368. /**
  79369. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79370. * @param data Define the base64 payload without the data: prefix
  79371. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79372. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79373. * @param scene Define the scene the texture should belong to
  79374. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79375. * @param noMipmap Forces the texture to not create mip map information if true
  79376. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79377. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79378. * @param onLoad define a callback triggered when the texture has been loaded
  79379. * @param onError define a callback triggered when an error occurred during the loading session
  79380. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79381. * @returns the created texture
  79382. */
  79383. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  79384. }
  79385. }
  79386. declare module BABYLON {
  79387. /**
  79388. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79389. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79390. */
  79391. export class PostProcessManager {
  79392. private _scene;
  79393. private _indexBuffer;
  79394. private _vertexBuffers;
  79395. /**
  79396. * Creates a new instance PostProcess
  79397. * @param scene The scene that the post process is associated with.
  79398. */
  79399. constructor(scene: Scene);
  79400. private _prepareBuffers;
  79401. private _buildIndexBuffer;
  79402. /**
  79403. * Rebuilds the vertex buffers of the manager.
  79404. * @hidden
  79405. */
  79406. _rebuild(): void;
  79407. /**
  79408. * Prepares a frame to be run through a post process.
  79409. * @param sourceTexture The input texture to the post procesess. (default: null)
  79410. * @param postProcesses An array of post processes to be run. (default: null)
  79411. * @returns True if the post processes were able to be run.
  79412. * @hidden
  79413. */
  79414. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79415. /**
  79416. * Manually render a set of post processes to a texture.
  79417. * @param postProcesses An array of post processes to be run.
  79418. * @param targetTexture The target texture to render to.
  79419. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79420. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79421. * @param lodLevel defines which lod of the texture to render to
  79422. */
  79423. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79424. /**
  79425. * Finalize the result of the output of the postprocesses.
  79426. * @param doNotPresent If true the result will not be displayed to the screen.
  79427. * @param targetTexture The target texture to render to.
  79428. * @param faceIndex The index of the face to bind the target texture to.
  79429. * @param postProcesses The array of post processes to render.
  79430. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79431. * @hidden
  79432. */
  79433. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79434. /**
  79435. * Disposes of the post process manager.
  79436. */
  79437. dispose(): void;
  79438. }
  79439. }
  79440. declare module BABYLON {
  79441. /** Interface used by value gradients (color, factor, ...) */
  79442. export interface IValueGradient {
  79443. /**
  79444. * Gets or sets the gradient value (between 0 and 1)
  79445. */
  79446. gradient: number;
  79447. }
  79448. /** Class used to store color4 gradient */
  79449. export class ColorGradient implements IValueGradient {
  79450. /**
  79451. * Gets or sets the gradient value (between 0 and 1)
  79452. */
  79453. gradient: number;
  79454. /**
  79455. * Gets or sets first associated color
  79456. */
  79457. color1: Color4;
  79458. /**
  79459. * Gets or sets second associated color
  79460. */
  79461. color2?: Color4;
  79462. /**
  79463. * Will get a color picked randomly between color1 and color2.
  79464. * If color2 is undefined then color1 will be used
  79465. * @param result defines the target Color4 to store the result in
  79466. */
  79467. getColorToRef(result: Color4): void;
  79468. }
  79469. /** Class used to store color 3 gradient */
  79470. export class Color3Gradient implements IValueGradient {
  79471. /**
  79472. * Gets or sets the gradient value (between 0 and 1)
  79473. */
  79474. gradient: number;
  79475. /**
  79476. * Gets or sets the associated color
  79477. */
  79478. color: Color3;
  79479. }
  79480. /** Class used to store factor gradient */
  79481. export class FactorGradient implements IValueGradient {
  79482. /**
  79483. * Gets or sets the gradient value (between 0 and 1)
  79484. */
  79485. gradient: number;
  79486. /**
  79487. * Gets or sets first associated factor
  79488. */
  79489. factor1: number;
  79490. /**
  79491. * Gets or sets second associated factor
  79492. */
  79493. factor2?: number;
  79494. /**
  79495. * Will get a number picked randomly between factor1 and factor2.
  79496. * If factor2 is undefined then factor1 will be used
  79497. * @returns the picked number
  79498. */
  79499. getFactor(): number;
  79500. }
  79501. /**
  79502. * Helper used to simplify some generic gradient tasks
  79503. */
  79504. export class GradientHelper {
  79505. /**
  79506. * Gets the current gradient from an array of IValueGradient
  79507. * @param ratio defines the current ratio to get
  79508. * @param gradients defines the array of IValueGradient
  79509. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79510. */
  79511. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79512. }
  79513. }
  79514. declare module BABYLON {
  79515. interface AbstractScene {
  79516. /**
  79517. * The list of procedural textures added to the scene
  79518. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79519. */
  79520. proceduralTextures: Array<ProceduralTexture>;
  79521. }
  79522. /**
  79523. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79524. * in a given scene.
  79525. */
  79526. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79527. /**
  79528. * The component name helpfull to identify the component in the list of scene components.
  79529. */
  79530. readonly name: string;
  79531. /**
  79532. * The scene the component belongs to.
  79533. */
  79534. scene: Scene;
  79535. /**
  79536. * Creates a new instance of the component for the given scene
  79537. * @param scene Defines the scene to register the component in
  79538. */
  79539. constructor(scene: Scene);
  79540. /**
  79541. * Registers the component in a given scene
  79542. */
  79543. register(): void;
  79544. /**
  79545. * Rebuilds the elements related to this component in case of
  79546. * context lost for instance.
  79547. */
  79548. rebuild(): void;
  79549. /**
  79550. * Disposes the component and the associated ressources.
  79551. */
  79552. dispose(): void;
  79553. private _beforeClear;
  79554. }
  79555. }
  79556. declare module BABYLON {
  79557. interface Engine {
  79558. /**
  79559. * Creates a new render target cube texture
  79560. * @param size defines the size of the texture
  79561. * @param options defines the options used to create the texture
  79562. * @returns a new render target cube texture stored in an InternalTexture
  79563. */
  79564. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79565. }
  79566. }
  79567. declare module BABYLON {
  79568. /** @hidden */
  79569. export var proceduralVertexShader: {
  79570. name: string;
  79571. shader: string;
  79572. };
  79573. }
  79574. declare module BABYLON {
  79575. /**
  79576. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  79577. * This is the base class of any Procedural texture and contains most of the shareable code.
  79578. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79579. */
  79580. export class ProceduralTexture extends Texture {
  79581. isCube: boolean;
  79582. /**
  79583. * Define if the texture is enabled or not (disabled texture will not render)
  79584. */
  79585. isEnabled: boolean;
  79586. /**
  79587. * Define if the texture must be cleared before rendering (default is true)
  79588. */
  79589. autoClear: boolean;
  79590. /**
  79591. * Callback called when the texture is generated
  79592. */
  79593. onGenerated: () => void;
  79594. /**
  79595. * Event raised when the texture is generated
  79596. */
  79597. onGeneratedObservable: Observable<ProceduralTexture>;
  79598. /** @hidden */
  79599. _generateMipMaps: boolean;
  79600. /** @hidden **/
  79601. _effect: Effect;
  79602. /** @hidden */
  79603. _textures: {
  79604. [key: string]: Texture;
  79605. };
  79606. private _size;
  79607. private _currentRefreshId;
  79608. private _refreshRate;
  79609. private _vertexBuffers;
  79610. private _indexBuffer;
  79611. private _uniforms;
  79612. private _samplers;
  79613. private _fragment;
  79614. private _floats;
  79615. private _ints;
  79616. private _floatsArrays;
  79617. private _colors3;
  79618. private _colors4;
  79619. private _vectors2;
  79620. private _vectors3;
  79621. private _matrices;
  79622. private _fallbackTexture;
  79623. private _fallbackTextureUsed;
  79624. private _engine;
  79625. private _cachedDefines;
  79626. private _contentUpdateId;
  79627. private _contentData;
  79628. /**
  79629. * Instantiates a new procedural texture.
  79630. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  79631. * This is the base class of any Procedural texture and contains most of the shareable code.
  79632. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79633. * @param name Define the name of the texture
  79634. * @param size Define the size of the texture to create
  79635. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79636. * @param scene Define the scene the texture belongs to
  79637. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79638. * @param generateMipMaps Define if the texture should creates mip maps or not
  79639. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79640. */
  79641. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79642. /**
  79643. * The effect that is created when initializing the post process.
  79644. * @returns The created effect corresponding the the postprocess.
  79645. */
  79646. getEffect(): Effect;
  79647. /**
  79648. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79649. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79650. */
  79651. getContent(): Nullable<ArrayBufferView>;
  79652. private _createIndexBuffer;
  79653. /** @hidden */
  79654. _rebuild(): void;
  79655. /**
  79656. * Resets the texture in order to recreate its associated resources.
  79657. * This can be called in case of context loss
  79658. */
  79659. reset(): void;
  79660. protected _getDefines(): string;
  79661. /**
  79662. * Is the texture ready to be used ? (rendered at least once)
  79663. * @returns true if ready, otherwise, false.
  79664. */
  79665. isReady(): boolean;
  79666. /**
  79667. * Resets the refresh counter of the texture and start bak from scratch.
  79668. * Could be useful to regenerate the texture if it is setup to render only once.
  79669. */
  79670. resetRefreshCounter(): void;
  79671. /**
  79672. * Set the fragment shader to use in order to render the texture.
  79673. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79674. */
  79675. setFragment(fragment: any): void;
  79676. /**
  79677. * Define the refresh rate of the texture or the rendering frequency.
  79678. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79679. */
  79680. refreshRate: number;
  79681. /** @hidden */
  79682. _shouldRender(): boolean;
  79683. /**
  79684. * Get the size the texture is rendering at.
  79685. * @returns the size (texture is always squared)
  79686. */
  79687. getRenderSize(): number;
  79688. /**
  79689. * Resize the texture to new value.
  79690. * @param size Define the new size the texture should have
  79691. * @param generateMipMaps Define whether the new texture should create mip maps
  79692. */
  79693. resize(size: number, generateMipMaps: boolean): void;
  79694. private _checkUniform;
  79695. /**
  79696. * Set a texture in the shader program used to render.
  79697. * @param name Define the name of the uniform samplers as defined in the shader
  79698. * @param texture Define the texture to bind to this sampler
  79699. * @return the texture itself allowing "fluent" like uniform updates
  79700. */
  79701. setTexture(name: string, texture: Texture): ProceduralTexture;
  79702. /**
  79703. * Set a float in the shader.
  79704. * @param name Define the name of the uniform as defined in the shader
  79705. * @param value Define the value to give to the uniform
  79706. * @return the texture itself allowing "fluent" like uniform updates
  79707. */
  79708. setFloat(name: string, value: number): ProceduralTexture;
  79709. /**
  79710. * Set a int in the shader.
  79711. * @param name Define the name of the uniform as defined in the shader
  79712. * @param value Define the value to give to the uniform
  79713. * @return the texture itself allowing "fluent" like uniform updates
  79714. */
  79715. setInt(name: string, value: number): ProceduralTexture;
  79716. /**
  79717. * Set an array of floats in the shader.
  79718. * @param name Define the name of the uniform as defined in the shader
  79719. * @param value Define the value to give to the uniform
  79720. * @return the texture itself allowing "fluent" like uniform updates
  79721. */
  79722. setFloats(name: string, value: number[]): ProceduralTexture;
  79723. /**
  79724. * Set a vec3 in the shader from a Color3.
  79725. * @param name Define the name of the uniform as defined in the shader
  79726. * @param value Define the value to give to the uniform
  79727. * @return the texture itself allowing "fluent" like uniform updates
  79728. */
  79729. setColor3(name: string, value: Color3): ProceduralTexture;
  79730. /**
  79731. * Set a vec4 in the shader from a Color4.
  79732. * @param name Define the name of the uniform as defined in the shader
  79733. * @param value Define the value to give to the uniform
  79734. * @return the texture itself allowing "fluent" like uniform updates
  79735. */
  79736. setColor4(name: string, value: Color4): ProceduralTexture;
  79737. /**
  79738. * Set a vec2 in the shader from a Vector2.
  79739. * @param name Define the name of the uniform as defined in the shader
  79740. * @param value Define the value to give to the uniform
  79741. * @return the texture itself allowing "fluent" like uniform updates
  79742. */
  79743. setVector2(name: string, value: Vector2): ProceduralTexture;
  79744. /**
  79745. * Set a vec3 in the shader from a Vector3.
  79746. * @param name Define the name of the uniform as defined in the shader
  79747. * @param value Define the value to give to the uniform
  79748. * @return the texture itself allowing "fluent" like uniform updates
  79749. */
  79750. setVector3(name: string, value: Vector3): ProceduralTexture;
  79751. /**
  79752. * Set a mat4 in the shader from a MAtrix.
  79753. * @param name Define the name of the uniform as defined in the shader
  79754. * @param value Define the value to give to the uniform
  79755. * @return the texture itself allowing "fluent" like uniform updates
  79756. */
  79757. setMatrix(name: string, value: Matrix): ProceduralTexture;
  79758. /**
  79759. * Render the texture to its associated render target.
  79760. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  79761. */
  79762. render(useCameraPostProcess?: boolean): void;
  79763. /**
  79764. * Clone the texture.
  79765. * @returns the cloned texture
  79766. */
  79767. clone(): ProceduralTexture;
  79768. /**
  79769. * Dispose the texture and release its asoociated resources.
  79770. */
  79771. dispose(): void;
  79772. }
  79773. }
  79774. declare module BABYLON {
  79775. /**
  79776. * This represents the base class for particle system in Babylon.
  79777. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  79778. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  79779. * @example https://doc.babylonjs.com/babylon101/particles
  79780. */
  79781. export class BaseParticleSystem {
  79782. /**
  79783. * Source color is added to the destination color without alpha affecting the result
  79784. */
  79785. static BLENDMODE_ONEONE: number;
  79786. /**
  79787. * Blend current color and particle color using particle’s alpha
  79788. */
  79789. static BLENDMODE_STANDARD: number;
  79790. /**
  79791. * Add current color and particle color multiplied by particle’s alpha
  79792. */
  79793. static BLENDMODE_ADD: number;
  79794. /**
  79795. * Multiply current color with particle color
  79796. */
  79797. static BLENDMODE_MULTIPLY: number;
  79798. /**
  79799. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  79800. */
  79801. static BLENDMODE_MULTIPLYADD: number;
  79802. /**
  79803. * List of animations used by the particle system.
  79804. */
  79805. animations: Animation[];
  79806. /**
  79807. * The id of the Particle system.
  79808. */
  79809. id: string;
  79810. /**
  79811. * The friendly name of the Particle system.
  79812. */
  79813. name: string;
  79814. /**
  79815. * The rendering group used by the Particle system to chose when to render.
  79816. */
  79817. renderingGroupId: number;
  79818. /**
  79819. * The emitter represents the Mesh or position we are attaching the particle system to.
  79820. */
  79821. emitter: Nullable<AbstractMesh | Vector3>;
  79822. /**
  79823. * The maximum number of particles to emit per frame
  79824. */
  79825. emitRate: number;
  79826. /**
  79827. * If you want to launch only a few particles at once, that can be done, as well.
  79828. */
  79829. manualEmitCount: number;
  79830. /**
  79831. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  79832. */
  79833. updateSpeed: number;
  79834. /**
  79835. * The amount of time the particle system is running (depends of the overall update speed).
  79836. */
  79837. targetStopDuration: number;
  79838. /**
  79839. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  79840. */
  79841. disposeOnStop: boolean;
  79842. /**
  79843. * Minimum power of emitting particles.
  79844. */
  79845. minEmitPower: number;
  79846. /**
  79847. * Maximum power of emitting particles.
  79848. */
  79849. maxEmitPower: number;
  79850. /**
  79851. * Minimum life time of emitting particles.
  79852. */
  79853. minLifeTime: number;
  79854. /**
  79855. * Maximum life time of emitting particles.
  79856. */
  79857. maxLifeTime: number;
  79858. /**
  79859. * Minimum Size of emitting particles.
  79860. */
  79861. minSize: number;
  79862. /**
  79863. * Maximum Size of emitting particles.
  79864. */
  79865. maxSize: number;
  79866. /**
  79867. * Minimum scale of emitting particles on X axis.
  79868. */
  79869. minScaleX: number;
  79870. /**
  79871. * Maximum scale of emitting particles on X axis.
  79872. */
  79873. maxScaleX: number;
  79874. /**
  79875. * Minimum scale of emitting particles on Y axis.
  79876. */
  79877. minScaleY: number;
  79878. /**
  79879. * Maximum scale of emitting particles on Y axis.
  79880. */
  79881. maxScaleY: number;
  79882. /**
  79883. * Gets or sets the minimal initial rotation in radians.
  79884. */
  79885. minInitialRotation: number;
  79886. /**
  79887. * Gets or sets the maximal initial rotation in radians.
  79888. */
  79889. maxInitialRotation: number;
  79890. /**
  79891. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  79892. */
  79893. minAngularSpeed: number;
  79894. /**
  79895. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  79896. */
  79897. maxAngularSpeed: number;
  79898. /**
  79899. * The texture used to render each particle. (this can be a spritesheet)
  79900. */
  79901. particleTexture: Nullable<Texture>;
  79902. /**
  79903. * The layer mask we are rendering the particles through.
  79904. */
  79905. layerMask: number;
  79906. /**
  79907. * This can help using your own shader to render the particle system.
  79908. * The according effect will be created
  79909. */
  79910. customShader: any;
  79911. /**
  79912. * By default particle system starts as soon as they are created. This prevents the
  79913. * automatic start to happen and let you decide when to start emitting particles.
  79914. */
  79915. preventAutoStart: boolean;
  79916. private _noiseTexture;
  79917. /**
  79918. * Gets or sets a texture used to add random noise to particle positions
  79919. */
  79920. noiseTexture: Nullable<ProceduralTexture>;
  79921. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  79922. noiseStrength: Vector3;
  79923. /**
  79924. * Callback triggered when the particle animation is ending.
  79925. */
  79926. onAnimationEnd: Nullable<() => void>;
  79927. /**
  79928. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  79929. */
  79930. blendMode: number;
  79931. /**
  79932. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  79933. * to override the particles.
  79934. */
  79935. forceDepthWrite: boolean;
  79936. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  79937. preWarmCycles: number;
  79938. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  79939. preWarmStepOffset: number;
  79940. /**
  79941. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  79942. */
  79943. spriteCellChangeSpeed: number;
  79944. /**
  79945. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  79946. */
  79947. startSpriteCellID: number;
  79948. /**
  79949. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  79950. */
  79951. endSpriteCellID: number;
  79952. /**
  79953. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  79954. */
  79955. spriteCellWidth: number;
  79956. /**
  79957. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  79958. */
  79959. spriteCellHeight: number;
  79960. /**
  79961. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  79962. */
  79963. spriteRandomStartCell: boolean;
  79964. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  79965. translationPivot: Vector2;
  79966. /** @hidden */
  79967. protected _isAnimationSheetEnabled: boolean;
  79968. /**
  79969. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  79970. */
  79971. beginAnimationOnStart: boolean;
  79972. /**
  79973. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  79974. */
  79975. beginAnimationFrom: number;
  79976. /**
  79977. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  79978. */
  79979. beginAnimationTo: number;
  79980. /**
  79981. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  79982. */
  79983. beginAnimationLoop: boolean;
  79984. /**
  79985. * Gets or sets a world offset applied to all particles
  79986. */
  79987. worldOffset: Vector3;
  79988. /**
  79989. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  79990. */
  79991. isAnimationSheetEnabled: boolean;
  79992. /**
  79993. * Get hosting scene
  79994. * @returns the scene
  79995. */
  79996. getScene(): Scene;
  79997. /**
  79998. * You can use gravity if you want to give an orientation to your particles.
  79999. */
  80000. gravity: Vector3;
  80001. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80002. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80003. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80004. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80005. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80006. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80007. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80008. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80009. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80010. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80011. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80012. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80013. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80014. /**
  80015. * Defines the delay in milliseconds before starting the system (0 by default)
  80016. */
  80017. startDelay: number;
  80018. /**
  80019. * Gets the current list of drag gradients.
  80020. * You must use addDragGradient and removeDragGradient to udpate this list
  80021. * @returns the list of drag gradients
  80022. */
  80023. getDragGradients(): Nullable<Array<FactorGradient>>;
  80024. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80025. limitVelocityDamping: number;
  80026. /**
  80027. * Gets the current list of limit velocity gradients.
  80028. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80029. * @returns the list of limit velocity gradients
  80030. */
  80031. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80032. /**
  80033. * Gets the current list of color gradients.
  80034. * You must use addColorGradient and removeColorGradient to udpate this list
  80035. * @returns the list of color gradients
  80036. */
  80037. getColorGradients(): Nullable<Array<ColorGradient>>;
  80038. /**
  80039. * Gets the current list of size gradients.
  80040. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80041. * @returns the list of size gradients
  80042. */
  80043. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80044. /**
  80045. * Gets the current list of color remap gradients.
  80046. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80047. * @returns the list of color remap gradients
  80048. */
  80049. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80050. /**
  80051. * Gets the current list of alpha remap gradients.
  80052. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80053. * @returns the list of alpha remap gradients
  80054. */
  80055. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80056. /**
  80057. * Gets the current list of life time gradients.
  80058. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80059. * @returns the list of life time gradients
  80060. */
  80061. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80062. /**
  80063. * Gets the current list of angular speed gradients.
  80064. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80065. * @returns the list of angular speed gradients
  80066. */
  80067. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80068. /**
  80069. * Gets the current list of velocity gradients.
  80070. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80071. * @returns the list of velocity gradients
  80072. */
  80073. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80074. /**
  80075. * Gets the current list of start size gradients.
  80076. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80077. * @returns the list of start size gradients
  80078. */
  80079. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80080. /**
  80081. * Gets the current list of emit rate gradients.
  80082. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80083. * @returns the list of emit rate gradients
  80084. */
  80085. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80086. /**
  80087. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80088. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80089. */
  80090. direction1: Vector3;
  80091. /**
  80092. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80093. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80094. */
  80095. direction2: Vector3;
  80096. /**
  80097. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80098. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80099. */
  80100. minEmitBox: Vector3;
  80101. /**
  80102. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80103. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80104. */
  80105. maxEmitBox: Vector3;
  80106. /**
  80107. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80108. */
  80109. color1: Color4;
  80110. /**
  80111. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80112. */
  80113. color2: Color4;
  80114. /**
  80115. * Color the particle will have at the end of its lifetime
  80116. */
  80117. colorDead: Color4;
  80118. /**
  80119. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80120. */
  80121. textureMask: Color4;
  80122. /**
  80123. * The particle emitter type defines the emitter used by the particle system.
  80124. * It can be for example box, sphere, or cone...
  80125. */
  80126. particleEmitterType: IParticleEmitterType;
  80127. /** @hidden */
  80128. _isSubEmitter: boolean;
  80129. /**
  80130. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80131. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80132. */
  80133. billboardMode: number;
  80134. protected _isBillboardBased: boolean;
  80135. /**
  80136. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80137. */
  80138. isBillboardBased: boolean;
  80139. /**
  80140. * The scene the particle system belongs to.
  80141. */
  80142. protected _scene: Scene;
  80143. /**
  80144. * Local cache of defines for image processing.
  80145. */
  80146. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80147. /**
  80148. * Default configuration related to image processing available in the standard Material.
  80149. */
  80150. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80151. /**
  80152. * Gets the image processing configuration used either in this material.
  80153. */
  80154. /**
  80155. * Sets the Default image processing configuration used either in the this material.
  80156. *
  80157. * If sets to null, the scene one is in use.
  80158. */
  80159. imageProcessingConfiguration: ImageProcessingConfiguration;
  80160. /**
  80161. * Attaches a new image processing configuration to the Standard Material.
  80162. * @param configuration
  80163. */
  80164. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80165. /** @hidden */
  80166. protected _reset(): void;
  80167. /** @hidden */
  80168. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80169. /**
  80170. * Instantiates a particle system.
  80171. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80172. * @param name The name of the particle system
  80173. */
  80174. constructor(name: string);
  80175. /**
  80176. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80177. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80178. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80179. * @returns the emitter
  80180. */
  80181. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80182. /**
  80183. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80184. * @param radius The radius of the hemisphere to emit from
  80185. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80186. * @returns the emitter
  80187. */
  80188. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80189. /**
  80190. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80191. * @param radius The radius of the sphere to emit from
  80192. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80193. * @returns the emitter
  80194. */
  80195. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80196. /**
  80197. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80198. * @param radius The radius of the sphere to emit from
  80199. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80200. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80201. * @returns the emitter
  80202. */
  80203. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80204. /**
  80205. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80206. * @param radius The radius of the emission cylinder
  80207. * @param height The height of the emission cylinder
  80208. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80209. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80210. * @returns the emitter
  80211. */
  80212. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80213. /**
  80214. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80215. * @param radius The radius of the cylinder to emit from
  80216. * @param height The height of the emission cylinder
  80217. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80218. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80219. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80220. * @returns the emitter
  80221. */
  80222. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80223. /**
  80224. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80225. * @param radius The radius of the cone to emit from
  80226. * @param angle The base angle of the cone
  80227. * @returns the emitter
  80228. */
  80229. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80230. /**
  80231. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80232. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80233. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80234. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80235. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80236. * @returns the emitter
  80237. */
  80238. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80239. }
  80240. }
  80241. declare module BABYLON {
  80242. /**
  80243. * Type of sub emitter
  80244. */
  80245. export enum SubEmitterType {
  80246. /**
  80247. * Attached to the particle over it's lifetime
  80248. */
  80249. ATTACHED = 0,
  80250. /**
  80251. * Created when the particle dies
  80252. */
  80253. END = 1
  80254. }
  80255. /**
  80256. * Sub emitter class used to emit particles from an existing particle
  80257. */
  80258. export class SubEmitter {
  80259. /**
  80260. * the particle system to be used by the sub emitter
  80261. */
  80262. particleSystem: ParticleSystem;
  80263. /**
  80264. * Type of the submitter (Default: END)
  80265. */
  80266. type: SubEmitterType;
  80267. /**
  80268. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  80269. * Note: This only is supported when using an emitter of type Mesh
  80270. */
  80271. inheritDirection: boolean;
  80272. /**
  80273. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80274. */
  80275. inheritedVelocityAmount: number;
  80276. /**
  80277. * Creates a sub emitter
  80278. * @param particleSystem the particle system to be used by the sub emitter
  80279. */
  80280. constructor(
  80281. /**
  80282. * the particle system to be used by the sub emitter
  80283. */
  80284. particleSystem: ParticleSystem);
  80285. /**
  80286. * Clones the sub emitter
  80287. * @returns the cloned sub emitter
  80288. */
  80289. clone(): SubEmitter;
  80290. /**
  80291. * Serialize current object to a JSON object
  80292. * @returns the serialized object
  80293. */
  80294. serialize(): any;
  80295. /** @hidden */
  80296. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80297. /**
  80298. * Creates a new SubEmitter from a serialized JSON version
  80299. * @param serializationObject defines the JSON object to read from
  80300. * @param scene defines the hosting scene
  80301. * @param rootUrl defines the rootUrl for data loading
  80302. * @returns a new SubEmitter
  80303. */
  80304. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80305. /** Release associated resources */
  80306. dispose(): void;
  80307. }
  80308. }
  80309. declare module BABYLON {
  80310. /** @hidden */
  80311. export var clipPlaneFragmentDeclaration: {
  80312. name: string;
  80313. shader: string;
  80314. };
  80315. }
  80316. declare module BABYLON {
  80317. /** @hidden */
  80318. export var imageProcessingDeclaration: {
  80319. name: string;
  80320. shader: string;
  80321. };
  80322. }
  80323. declare module BABYLON {
  80324. /** @hidden */
  80325. export var imageProcessingFunctions: {
  80326. name: string;
  80327. shader: string;
  80328. };
  80329. }
  80330. declare module BABYLON {
  80331. /** @hidden */
  80332. export var clipPlaneFragment: {
  80333. name: string;
  80334. shader: string;
  80335. };
  80336. }
  80337. declare module BABYLON {
  80338. /** @hidden */
  80339. export var particlesPixelShader: {
  80340. name: string;
  80341. shader: string;
  80342. };
  80343. }
  80344. declare module BABYLON {
  80345. /** @hidden */
  80346. export var clipPlaneVertexDeclaration: {
  80347. name: string;
  80348. shader: string;
  80349. };
  80350. }
  80351. declare module BABYLON {
  80352. /** @hidden */
  80353. export var clipPlaneVertex: {
  80354. name: string;
  80355. shader: string;
  80356. };
  80357. }
  80358. declare module BABYLON {
  80359. /** @hidden */
  80360. export var particlesVertexShader: {
  80361. name: string;
  80362. shader: string;
  80363. };
  80364. }
  80365. declare module BABYLON {
  80366. /**
  80367. * This represents a particle system in Babylon.
  80368. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80369. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80370. * @example https://doc.babylonjs.com/babylon101/particles
  80371. */
  80372. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80373. /**
  80374. * Billboard mode will only apply to Y axis
  80375. */
  80376. static readonly BILLBOARDMODE_Y: number;
  80377. /**
  80378. * Billboard mode will apply to all axes
  80379. */
  80380. static readonly BILLBOARDMODE_ALL: number;
  80381. /**
  80382. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80383. */
  80384. static readonly BILLBOARDMODE_STRETCHED: number;
  80385. /**
  80386. * This function can be defined to provide custom update for active particles.
  80387. * This function will be called instead of regular update (age, position, color, etc.).
  80388. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80389. */
  80390. updateFunction: (particles: Particle[]) => void;
  80391. private _emitterWorldMatrix;
  80392. /**
  80393. * This function can be defined to specify initial direction for every new particle.
  80394. * It by default use the emitterType defined function
  80395. */
  80396. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80397. /**
  80398. * This function can be defined to specify initial position for every new particle.
  80399. * It by default use the emitterType defined function
  80400. */
  80401. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80402. /**
  80403. * @hidden
  80404. */
  80405. _inheritedVelocityOffset: Vector3;
  80406. /**
  80407. * An event triggered when the system is disposed
  80408. */
  80409. onDisposeObservable: Observable<ParticleSystem>;
  80410. private _onDisposeObserver;
  80411. /**
  80412. * Sets a callback that will be triggered when the system is disposed
  80413. */
  80414. onDispose: () => void;
  80415. private _particles;
  80416. private _epsilon;
  80417. private _capacity;
  80418. private _stockParticles;
  80419. private _newPartsExcess;
  80420. private _vertexData;
  80421. private _vertexBuffer;
  80422. private _vertexBuffers;
  80423. private _spriteBuffer;
  80424. private _indexBuffer;
  80425. private _effect;
  80426. private _customEffect;
  80427. private _cachedDefines;
  80428. private _scaledColorStep;
  80429. private _colorDiff;
  80430. private _scaledDirection;
  80431. private _scaledGravity;
  80432. private _currentRenderId;
  80433. private _alive;
  80434. private _useInstancing;
  80435. private _started;
  80436. private _stopped;
  80437. private _actualFrame;
  80438. private _scaledUpdateSpeed;
  80439. private _vertexBufferSize;
  80440. /** @hidden */
  80441. _currentEmitRateGradient: Nullable<FactorGradient>;
  80442. /** @hidden */
  80443. _currentEmitRate1: number;
  80444. /** @hidden */
  80445. _currentEmitRate2: number;
  80446. /** @hidden */
  80447. _currentStartSizeGradient: Nullable<FactorGradient>;
  80448. /** @hidden */
  80449. _currentStartSize1: number;
  80450. /** @hidden */
  80451. _currentStartSize2: number;
  80452. private readonly _rawTextureWidth;
  80453. private _rampGradientsTexture;
  80454. private _useRampGradients;
  80455. /** Gets or sets a boolean indicating that ramp gradients must be used
  80456. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80457. */
  80458. useRampGradients: boolean;
  80459. /**
  80460. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  80461. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  80462. */
  80463. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80464. private _subEmitters;
  80465. /**
  80466. * @hidden
  80467. * If the particle systems emitter should be disposed when the particle system is disposed
  80468. */
  80469. _disposeEmitterOnDispose: boolean;
  80470. /**
  80471. * The current active Sub-systems, this property is used by the root particle system only.
  80472. */
  80473. activeSubSystems: Array<ParticleSystem>;
  80474. private _rootParticleSystem;
  80475. /**
  80476. * Gets the current list of active particles
  80477. */
  80478. readonly particles: Particle[];
  80479. /**
  80480. * Returns the string "ParticleSystem"
  80481. * @returns a string containing the class name
  80482. */
  80483. getClassName(): string;
  80484. /**
  80485. * Instantiates a particle system.
  80486. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80487. * @param name The name of the particle system
  80488. * @param capacity The max number of particles alive at the same time
  80489. * @param scene The scene the particle system belongs to
  80490. * @param customEffect a custom effect used to change the way particles are rendered by default
  80491. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80492. * @param epsilon Offset used to render the particles
  80493. */
  80494. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80495. private _addFactorGradient;
  80496. private _removeFactorGradient;
  80497. /**
  80498. * Adds a new life time gradient
  80499. * @param gradient defines the gradient to use (between 0 and 1)
  80500. * @param factor defines the life time factor to affect to the specified gradient
  80501. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80502. * @returns the current particle system
  80503. */
  80504. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80505. /**
  80506. * Remove a specific life time gradient
  80507. * @param gradient defines the gradient to remove
  80508. * @returns the current particle system
  80509. */
  80510. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80511. /**
  80512. * Adds a new size gradient
  80513. * @param gradient defines the gradient to use (between 0 and 1)
  80514. * @param factor defines the size factor to affect to the specified gradient
  80515. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80516. * @returns the current particle system
  80517. */
  80518. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80519. /**
  80520. * Remove a specific size gradient
  80521. * @param gradient defines the gradient to remove
  80522. * @returns the current particle system
  80523. */
  80524. removeSizeGradient(gradient: number): IParticleSystem;
  80525. /**
  80526. * Adds a new color remap gradient
  80527. * @param gradient defines the gradient to use (between 0 and 1)
  80528. * @param min defines the color remap minimal range
  80529. * @param max defines the color remap maximal range
  80530. * @returns the current particle system
  80531. */
  80532. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80533. /**
  80534. * Remove a specific color remap gradient
  80535. * @param gradient defines the gradient to remove
  80536. * @returns the current particle system
  80537. */
  80538. removeColorRemapGradient(gradient: number): IParticleSystem;
  80539. /**
  80540. * Adds a new alpha remap gradient
  80541. * @param gradient defines the gradient to use (between 0 and 1)
  80542. * @param min defines the alpha remap minimal range
  80543. * @param max defines the alpha remap maximal range
  80544. * @returns the current particle system
  80545. */
  80546. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80547. /**
  80548. * Remove a specific alpha remap gradient
  80549. * @param gradient defines the gradient to remove
  80550. * @returns the current particle system
  80551. */
  80552. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80553. /**
  80554. * Adds a new angular speed gradient
  80555. * @param gradient defines the gradient to use (between 0 and 1)
  80556. * @param factor defines the angular speed to affect to the specified gradient
  80557. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80558. * @returns the current particle system
  80559. */
  80560. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80561. /**
  80562. * Remove a specific angular speed gradient
  80563. * @param gradient defines the gradient to remove
  80564. * @returns the current particle system
  80565. */
  80566. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80567. /**
  80568. * Adds a new velocity gradient
  80569. * @param gradient defines the gradient to use (between 0 and 1)
  80570. * @param factor defines the velocity to affect to the specified gradient
  80571. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80572. * @returns the current particle system
  80573. */
  80574. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80575. /**
  80576. * Remove a specific velocity gradient
  80577. * @param gradient defines the gradient to remove
  80578. * @returns the current particle system
  80579. */
  80580. removeVelocityGradient(gradient: number): IParticleSystem;
  80581. /**
  80582. * Adds a new limit velocity gradient
  80583. * @param gradient defines the gradient to use (between 0 and 1)
  80584. * @param factor defines the limit velocity value to affect to the specified gradient
  80585. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80586. * @returns the current particle system
  80587. */
  80588. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80589. /**
  80590. * Remove a specific limit velocity gradient
  80591. * @param gradient defines the gradient to remove
  80592. * @returns the current particle system
  80593. */
  80594. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80595. /**
  80596. * Adds a new drag gradient
  80597. * @param gradient defines the gradient to use (between 0 and 1)
  80598. * @param factor defines the drag value to affect to the specified gradient
  80599. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80600. * @returns the current particle system
  80601. */
  80602. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80603. /**
  80604. * Remove a specific drag gradient
  80605. * @param gradient defines the gradient to remove
  80606. * @returns the current particle system
  80607. */
  80608. removeDragGradient(gradient: number): IParticleSystem;
  80609. /**
  80610. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80611. * @param gradient defines the gradient to use (between 0 and 1)
  80612. * @param factor defines the emit rate value to affect to the specified gradient
  80613. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80614. * @returns the current particle system
  80615. */
  80616. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80617. /**
  80618. * Remove a specific emit rate gradient
  80619. * @param gradient defines the gradient to remove
  80620. * @returns the current particle system
  80621. */
  80622. removeEmitRateGradient(gradient: number): IParticleSystem;
  80623. /**
  80624. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80625. * @param gradient defines the gradient to use (between 0 and 1)
  80626. * @param factor defines the start size value to affect to the specified gradient
  80627. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80628. * @returns the current particle system
  80629. */
  80630. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80631. /**
  80632. * Remove a specific start size gradient
  80633. * @param gradient defines the gradient to remove
  80634. * @returns the current particle system
  80635. */
  80636. removeStartSizeGradient(gradient: number): IParticleSystem;
  80637. private _createRampGradientTexture;
  80638. /**
  80639. * Gets the current list of ramp gradients.
  80640. * You must use addRampGradient and removeRampGradient to udpate this list
  80641. * @returns the list of ramp gradients
  80642. */
  80643. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80644. /**
  80645. * Adds a new ramp gradient used to remap particle colors
  80646. * @param gradient defines the gradient to use (between 0 and 1)
  80647. * @param color defines the color to affect to the specified gradient
  80648. * @returns the current particle system
  80649. */
  80650. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80651. /**
  80652. * Remove a specific ramp gradient
  80653. * @param gradient defines the gradient to remove
  80654. * @returns the current particle system
  80655. */
  80656. removeRampGradient(gradient: number): ParticleSystem;
  80657. /**
  80658. * Adds a new color gradient
  80659. * @param gradient defines the gradient to use (between 0 and 1)
  80660. * @param color1 defines the color to affect to the specified gradient
  80661. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80662. * @returns this particle system
  80663. */
  80664. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80665. /**
  80666. * Remove a specific color gradient
  80667. * @param gradient defines the gradient to remove
  80668. * @returns this particle system
  80669. */
  80670. removeColorGradient(gradient: number): IParticleSystem;
  80671. private _fetchR;
  80672. protected _reset(): void;
  80673. private _resetEffect;
  80674. private _createVertexBuffers;
  80675. private _createIndexBuffer;
  80676. /**
  80677. * Gets the maximum number of particles active at the same time.
  80678. * @returns The max number of active particles.
  80679. */
  80680. getCapacity(): number;
  80681. /**
  80682. * Gets whether there are still active particles in the system.
  80683. * @returns True if it is alive, otherwise false.
  80684. */
  80685. isAlive(): boolean;
  80686. /**
  80687. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80688. * @returns True if it has been started, otherwise false.
  80689. */
  80690. isStarted(): boolean;
  80691. private _prepareSubEmitterInternalArray;
  80692. /**
  80693. * Starts the particle system and begins to emit
  80694. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80695. */
  80696. start(delay?: number): void;
  80697. /**
  80698. * Stops the particle system.
  80699. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  80700. */
  80701. stop(stopSubEmitters?: boolean): void;
  80702. /**
  80703. * Remove all active particles
  80704. */
  80705. reset(): void;
  80706. /**
  80707. * @hidden (for internal use only)
  80708. */
  80709. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80710. /**
  80711. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80712. * Its lifetime will start back at 0.
  80713. */
  80714. recycleParticle: (particle: Particle) => void;
  80715. private _stopSubEmitters;
  80716. private _createParticle;
  80717. private _removeFromRoot;
  80718. private _emitFromParticle;
  80719. private _update;
  80720. /** @hidden */
  80721. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80722. /** @hidden */
  80723. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80724. /** @hidden */
  80725. private _getEffect;
  80726. /**
  80727. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80728. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80729. */
  80730. animate(preWarmOnly?: boolean): void;
  80731. private _appendParticleVertices;
  80732. /**
  80733. * Rebuilds the particle system.
  80734. */
  80735. rebuild(): void;
  80736. /**
  80737. * Is this system ready to be used/rendered
  80738. * @return true if the system is ready
  80739. */
  80740. isReady(): boolean;
  80741. private _render;
  80742. /**
  80743. * Renders the particle system in its current state.
  80744. * @returns the current number of particles
  80745. */
  80746. render(): number;
  80747. /**
  80748. * Disposes the particle system and free the associated resources
  80749. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  80750. */
  80751. dispose(disposeTexture?: boolean): void;
  80752. /**
  80753. * Clones the particle system.
  80754. * @param name The name of the cloned object
  80755. * @param newEmitter The new emitter to use
  80756. * @returns the cloned particle system
  80757. */
  80758. clone(name: string, newEmitter: any): ParticleSystem;
  80759. /**
  80760. * Serializes the particle system to a JSON object.
  80761. * @returns the JSON object
  80762. */
  80763. serialize(): any;
  80764. /** @hidden */
  80765. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  80766. /** @hidden */
  80767. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  80768. /**
  80769. * Parses a JSON object to create a particle system.
  80770. * @param parsedParticleSystem The JSON object to parse
  80771. * @param scene The scene to create the particle system in
  80772. * @param rootUrl The root url to use to load external dependencies like texture
  80773. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  80774. * @returns the Parsed particle system
  80775. */
  80776. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  80777. }
  80778. }
  80779. declare module BABYLON {
  80780. /**
  80781. * A particle represents one of the element emitted by a particle system.
  80782. * This is mainly define by its coordinates, direction, velocity and age.
  80783. */
  80784. export class Particle {
  80785. /**
  80786. * The particle system the particle belongs to.
  80787. */
  80788. particleSystem: ParticleSystem;
  80789. private static _Count;
  80790. /**
  80791. * Unique ID of the particle
  80792. */
  80793. id: number;
  80794. /**
  80795. * The world position of the particle in the scene.
  80796. */
  80797. position: Vector3;
  80798. /**
  80799. * The world direction of the particle in the scene.
  80800. */
  80801. direction: Vector3;
  80802. /**
  80803. * The color of the particle.
  80804. */
  80805. color: Color4;
  80806. /**
  80807. * The color change of the particle per step.
  80808. */
  80809. colorStep: Color4;
  80810. /**
  80811. * Defines how long will the life of the particle be.
  80812. */
  80813. lifeTime: number;
  80814. /**
  80815. * The current age of the particle.
  80816. */
  80817. age: number;
  80818. /**
  80819. * The current size of the particle.
  80820. */
  80821. size: number;
  80822. /**
  80823. * The current scale of the particle.
  80824. */
  80825. scale: Vector2;
  80826. /**
  80827. * The current angle of the particle.
  80828. */
  80829. angle: number;
  80830. /**
  80831. * Defines how fast is the angle changing.
  80832. */
  80833. angularSpeed: number;
  80834. /**
  80835. * Defines the cell index used by the particle to be rendered from a sprite.
  80836. */
  80837. cellIndex: number;
  80838. /**
  80839. * The information required to support color remapping
  80840. */
  80841. remapData: Vector4;
  80842. /** @hidden */
  80843. _randomCellOffset?: number;
  80844. /** @hidden */
  80845. _initialDirection: Nullable<Vector3>;
  80846. /** @hidden */
  80847. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  80848. /** @hidden */
  80849. _initialStartSpriteCellID: number;
  80850. /** @hidden */
  80851. _initialEndSpriteCellID: number;
  80852. /** @hidden */
  80853. _currentColorGradient: Nullable<ColorGradient>;
  80854. /** @hidden */
  80855. _currentColor1: Color4;
  80856. /** @hidden */
  80857. _currentColor2: Color4;
  80858. /** @hidden */
  80859. _currentSizeGradient: Nullable<FactorGradient>;
  80860. /** @hidden */
  80861. _currentSize1: number;
  80862. /** @hidden */
  80863. _currentSize2: number;
  80864. /** @hidden */
  80865. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  80866. /** @hidden */
  80867. _currentAngularSpeed1: number;
  80868. /** @hidden */
  80869. _currentAngularSpeed2: number;
  80870. /** @hidden */
  80871. _currentVelocityGradient: Nullable<FactorGradient>;
  80872. /** @hidden */
  80873. _currentVelocity1: number;
  80874. /** @hidden */
  80875. _currentVelocity2: number;
  80876. /** @hidden */
  80877. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  80878. /** @hidden */
  80879. _currentLimitVelocity1: number;
  80880. /** @hidden */
  80881. _currentLimitVelocity2: number;
  80882. /** @hidden */
  80883. _currentDragGradient: Nullable<FactorGradient>;
  80884. /** @hidden */
  80885. _currentDrag1: number;
  80886. /** @hidden */
  80887. _currentDrag2: number;
  80888. /** @hidden */
  80889. _randomNoiseCoordinates1: Vector3;
  80890. /** @hidden */
  80891. _randomNoiseCoordinates2: Vector3;
  80892. /**
  80893. * Creates a new instance Particle
  80894. * @param particleSystem the particle system the particle belongs to
  80895. */
  80896. constructor(
  80897. /**
  80898. * The particle system the particle belongs to.
  80899. */
  80900. particleSystem: ParticleSystem);
  80901. private updateCellInfoFromSystem;
  80902. /**
  80903. * Defines how the sprite cell index is updated for the particle
  80904. */
  80905. updateCellIndex(): void;
  80906. /** @hidden */
  80907. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  80908. /** @hidden */
  80909. _inheritParticleInfoToSubEmitters(): void;
  80910. /** @hidden */
  80911. _reset(): void;
  80912. /**
  80913. * Copy the properties of particle to another one.
  80914. * @param other the particle to copy the information to.
  80915. */
  80916. copyTo(other: Particle): void;
  80917. }
  80918. }
  80919. declare module BABYLON {
  80920. /**
  80921. * Particle emitter represents a volume emitting particles.
  80922. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  80923. */
  80924. export interface IParticleEmitterType {
  80925. /**
  80926. * Called by the particle System when the direction is computed for the created particle.
  80927. * @param worldMatrix is the world matrix of the particle system
  80928. * @param directionToUpdate is the direction vector to update with the result
  80929. * @param particle is the particle we are computed the direction for
  80930. */
  80931. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  80932. /**
  80933. * Called by the particle System when the position is computed for the created particle.
  80934. * @param worldMatrix is the world matrix of the particle system
  80935. * @param positionToUpdate is the position vector to update with the result
  80936. * @param particle is the particle we are computed the position for
  80937. */
  80938. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  80939. /**
  80940. * Clones the current emitter and returns a copy of it
  80941. * @returns the new emitter
  80942. */
  80943. clone(): IParticleEmitterType;
  80944. /**
  80945. * Called by the GPUParticleSystem to setup the update shader
  80946. * @param effect defines the update shader
  80947. */
  80948. applyToShader(effect: Effect): void;
  80949. /**
  80950. * Returns a string to use to update the GPU particles update shader
  80951. * @returns the effect defines string
  80952. */
  80953. getEffectDefines(): string;
  80954. /**
  80955. * Returns a string representing the class name
  80956. * @returns a string containing the class name
  80957. */
  80958. getClassName(): string;
  80959. /**
  80960. * Serializes the particle system to a JSON object.
  80961. * @returns the JSON object
  80962. */
  80963. serialize(): any;
  80964. /**
  80965. * Parse properties from a JSON object
  80966. * @param serializationObject defines the JSON object
  80967. */
  80968. parse(serializationObject: any): void;
  80969. }
  80970. }
  80971. declare module BABYLON {
  80972. /**
  80973. * Particle emitter emitting particles from the inside of a box.
  80974. * It emits the particles randomly between 2 given directions.
  80975. */
  80976. export class BoxParticleEmitter implements IParticleEmitterType {
  80977. /**
  80978. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80979. */
  80980. direction1: Vector3;
  80981. /**
  80982. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80983. */
  80984. direction2: Vector3;
  80985. /**
  80986. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80987. */
  80988. minEmitBox: Vector3;
  80989. /**
  80990. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  80991. */
  80992. maxEmitBox: Vector3;
  80993. /**
  80994. * Creates a new instance BoxParticleEmitter
  80995. */
  80996. constructor();
  80997. /**
  80998. * Called by the particle System when the direction is computed for the created particle.
  80999. * @param worldMatrix is the world matrix of the particle system
  81000. * @param directionToUpdate is the direction vector to update with the result
  81001. * @param particle is the particle we are computed the direction for
  81002. */
  81003. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81004. /**
  81005. * Called by the particle System when the position is computed for the created particle.
  81006. * @param worldMatrix is the world matrix of the particle system
  81007. * @param positionToUpdate is the position vector to update with the result
  81008. * @param particle is the particle we are computed the position for
  81009. */
  81010. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81011. /**
  81012. * Clones the current emitter and returns a copy of it
  81013. * @returns the new emitter
  81014. */
  81015. clone(): BoxParticleEmitter;
  81016. /**
  81017. * Called by the GPUParticleSystem to setup the update shader
  81018. * @param effect defines the update shader
  81019. */
  81020. applyToShader(effect: Effect): void;
  81021. /**
  81022. * Returns a string to use to update the GPU particles update shader
  81023. * @returns a string containng the defines string
  81024. */
  81025. getEffectDefines(): string;
  81026. /**
  81027. * Returns the string "BoxParticleEmitter"
  81028. * @returns a string containing the class name
  81029. */
  81030. getClassName(): string;
  81031. /**
  81032. * Serializes the particle system to a JSON object.
  81033. * @returns the JSON object
  81034. */
  81035. serialize(): any;
  81036. /**
  81037. * Parse properties from a JSON object
  81038. * @param serializationObject defines the JSON object
  81039. */
  81040. parse(serializationObject: any): void;
  81041. }
  81042. }
  81043. declare module BABYLON {
  81044. /**
  81045. * Particle emitter emitting particles from the inside of a cone.
  81046. * It emits the particles alongside the cone volume from the base to the particle.
  81047. * The emission direction might be randomized.
  81048. */
  81049. export class ConeParticleEmitter implements IParticleEmitterType {
  81050. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81051. directionRandomizer: number;
  81052. private _radius;
  81053. private _angle;
  81054. private _height;
  81055. /**
  81056. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81057. */
  81058. radiusRange: number;
  81059. /**
  81060. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81061. */
  81062. heightRange: number;
  81063. /**
  81064. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81065. */
  81066. emitFromSpawnPointOnly: boolean;
  81067. /**
  81068. * Gets or sets the radius of the emission cone
  81069. */
  81070. radius: number;
  81071. /**
  81072. * Gets or sets the angle of the emission cone
  81073. */
  81074. angle: number;
  81075. private _buildHeight;
  81076. /**
  81077. * Creates a new instance ConeParticleEmitter
  81078. * @param radius the radius of the emission cone (1 by default)
  81079. * @param angle the cone base angle (PI by default)
  81080. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81081. */
  81082. constructor(radius?: number, angle?: number,
  81083. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81084. directionRandomizer?: number);
  81085. /**
  81086. * Called by the particle System when the direction is computed for the created particle.
  81087. * @param worldMatrix is the world matrix of the particle system
  81088. * @param directionToUpdate is the direction vector to update with the result
  81089. * @param particle is the particle we are computed the direction for
  81090. */
  81091. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81092. /**
  81093. * Called by the particle System when the position is computed for the created particle.
  81094. * @param worldMatrix is the world matrix of the particle system
  81095. * @param positionToUpdate is the position vector to update with the result
  81096. * @param particle is the particle we are computed the position for
  81097. */
  81098. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81099. /**
  81100. * Clones the current emitter and returns a copy of it
  81101. * @returns the new emitter
  81102. */
  81103. clone(): ConeParticleEmitter;
  81104. /**
  81105. * Called by the GPUParticleSystem to setup the update shader
  81106. * @param effect defines the update shader
  81107. */
  81108. applyToShader(effect: Effect): void;
  81109. /**
  81110. * Returns a string to use to update the GPU particles update shader
  81111. * @returns a string containng the defines string
  81112. */
  81113. getEffectDefines(): string;
  81114. /**
  81115. * Returns the string "ConeParticleEmitter"
  81116. * @returns a string containing the class name
  81117. */
  81118. getClassName(): string;
  81119. /**
  81120. * Serializes the particle system to a JSON object.
  81121. * @returns the JSON object
  81122. */
  81123. serialize(): any;
  81124. /**
  81125. * Parse properties from a JSON object
  81126. * @param serializationObject defines the JSON object
  81127. */
  81128. parse(serializationObject: any): void;
  81129. }
  81130. }
  81131. declare module BABYLON {
  81132. /**
  81133. * Particle emitter emitting particles from the inside of a cylinder.
  81134. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81135. */
  81136. export class CylinderParticleEmitter implements IParticleEmitterType {
  81137. /**
  81138. * The radius of the emission cylinder.
  81139. */
  81140. radius: number;
  81141. /**
  81142. * The height of the emission cylinder.
  81143. */
  81144. height: number;
  81145. /**
  81146. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81147. */
  81148. radiusRange: number;
  81149. /**
  81150. * How much to randomize the particle direction [0-1].
  81151. */
  81152. directionRandomizer: number;
  81153. /**
  81154. * Creates a new instance CylinderParticleEmitter
  81155. * @param radius the radius of the emission cylinder (1 by default)
  81156. * @param height the height of the emission cylinder (1 by default)
  81157. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81158. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81159. */
  81160. constructor(
  81161. /**
  81162. * The radius of the emission cylinder.
  81163. */
  81164. radius?: number,
  81165. /**
  81166. * The height of the emission cylinder.
  81167. */
  81168. height?: number,
  81169. /**
  81170. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81171. */
  81172. radiusRange?: number,
  81173. /**
  81174. * How much to randomize the particle direction [0-1].
  81175. */
  81176. directionRandomizer?: number);
  81177. /**
  81178. * Called by the particle System when the direction is computed for the created particle.
  81179. * @param worldMatrix is the world matrix of the particle system
  81180. * @param directionToUpdate is the direction vector to update with the result
  81181. * @param particle is the particle we are computed the direction for
  81182. */
  81183. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81184. /**
  81185. * Called by the particle System when the position is computed for the created particle.
  81186. * @param worldMatrix is the world matrix of the particle system
  81187. * @param positionToUpdate is the position vector to update with the result
  81188. * @param particle is the particle we are computed the position for
  81189. */
  81190. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81191. /**
  81192. * Clones the current emitter and returns a copy of it
  81193. * @returns the new emitter
  81194. */
  81195. clone(): CylinderParticleEmitter;
  81196. /**
  81197. * Called by the GPUParticleSystem to setup the update shader
  81198. * @param effect defines the update shader
  81199. */
  81200. applyToShader(effect: Effect): void;
  81201. /**
  81202. * Returns a string to use to update the GPU particles update shader
  81203. * @returns a string containng the defines string
  81204. */
  81205. getEffectDefines(): string;
  81206. /**
  81207. * Returns the string "CylinderParticleEmitter"
  81208. * @returns a string containing the class name
  81209. */
  81210. getClassName(): string;
  81211. /**
  81212. * Serializes the particle system to a JSON object.
  81213. * @returns the JSON object
  81214. */
  81215. serialize(): any;
  81216. /**
  81217. * Parse properties from a JSON object
  81218. * @param serializationObject defines the JSON object
  81219. */
  81220. parse(serializationObject: any): void;
  81221. }
  81222. /**
  81223. * Particle emitter emitting particles from the inside of a cylinder.
  81224. * It emits the particles randomly between two vectors.
  81225. */
  81226. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81227. /**
  81228. * The min limit of the emission direction.
  81229. */
  81230. direction1: Vector3;
  81231. /**
  81232. * The max limit of the emission direction.
  81233. */
  81234. direction2: Vector3;
  81235. /**
  81236. * Creates a new instance CylinderDirectedParticleEmitter
  81237. * @param radius the radius of the emission cylinder (1 by default)
  81238. * @param height the height of the emission cylinder (1 by default)
  81239. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81240. * @param direction1 the min limit of the emission direction (up vector by default)
  81241. * @param direction2 the max limit of the emission direction (up vector by default)
  81242. */
  81243. constructor(radius?: number, height?: number, radiusRange?: number,
  81244. /**
  81245. * The min limit of the emission direction.
  81246. */
  81247. direction1?: Vector3,
  81248. /**
  81249. * The max limit of the emission direction.
  81250. */
  81251. direction2?: Vector3);
  81252. /**
  81253. * Called by the particle System when the direction is computed for the created particle.
  81254. * @param worldMatrix is the world matrix of the particle system
  81255. * @param directionToUpdate is the direction vector to update with the result
  81256. * @param particle is the particle we are computed the direction for
  81257. */
  81258. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81259. /**
  81260. * Clones the current emitter and returns a copy of it
  81261. * @returns the new emitter
  81262. */
  81263. clone(): CylinderDirectedParticleEmitter;
  81264. /**
  81265. * Called by the GPUParticleSystem to setup the update shader
  81266. * @param effect defines the update shader
  81267. */
  81268. applyToShader(effect: Effect): void;
  81269. /**
  81270. * Returns a string to use to update the GPU particles update shader
  81271. * @returns a string containng the defines string
  81272. */
  81273. getEffectDefines(): string;
  81274. /**
  81275. * Returns the string "CylinderDirectedParticleEmitter"
  81276. * @returns a string containing the class name
  81277. */
  81278. getClassName(): string;
  81279. /**
  81280. * Serializes the particle system to a JSON object.
  81281. * @returns the JSON object
  81282. */
  81283. serialize(): any;
  81284. /**
  81285. * Parse properties from a JSON object
  81286. * @param serializationObject defines the JSON object
  81287. */
  81288. parse(serializationObject: any): void;
  81289. }
  81290. }
  81291. declare module BABYLON {
  81292. /**
  81293. * Particle emitter emitting particles from the inside of a hemisphere.
  81294. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81295. */
  81296. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81297. /**
  81298. * The radius of the emission hemisphere.
  81299. */
  81300. radius: number;
  81301. /**
  81302. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81303. */
  81304. radiusRange: number;
  81305. /**
  81306. * How much to randomize the particle direction [0-1].
  81307. */
  81308. directionRandomizer: number;
  81309. /**
  81310. * Creates a new instance HemisphericParticleEmitter
  81311. * @param radius the radius of the emission hemisphere (1 by default)
  81312. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81313. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81314. */
  81315. constructor(
  81316. /**
  81317. * The radius of the emission hemisphere.
  81318. */
  81319. radius?: number,
  81320. /**
  81321. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81322. */
  81323. radiusRange?: number,
  81324. /**
  81325. * How much to randomize the particle direction [0-1].
  81326. */
  81327. directionRandomizer?: number);
  81328. /**
  81329. * Called by the particle System when the direction is computed for the created particle.
  81330. * @param worldMatrix is the world matrix of the particle system
  81331. * @param directionToUpdate is the direction vector to update with the result
  81332. * @param particle is the particle we are computed the direction for
  81333. */
  81334. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81335. /**
  81336. * Called by the particle System when the position is computed for the created particle.
  81337. * @param worldMatrix is the world matrix of the particle system
  81338. * @param positionToUpdate is the position vector to update with the result
  81339. * @param particle is the particle we are computed the position for
  81340. */
  81341. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81342. /**
  81343. * Clones the current emitter and returns a copy of it
  81344. * @returns the new emitter
  81345. */
  81346. clone(): HemisphericParticleEmitter;
  81347. /**
  81348. * Called by the GPUParticleSystem to setup the update shader
  81349. * @param effect defines the update shader
  81350. */
  81351. applyToShader(effect: Effect): void;
  81352. /**
  81353. * Returns a string to use to update the GPU particles update shader
  81354. * @returns a string containng the defines string
  81355. */
  81356. getEffectDefines(): string;
  81357. /**
  81358. * Returns the string "HemisphericParticleEmitter"
  81359. * @returns a string containing the class name
  81360. */
  81361. getClassName(): string;
  81362. /**
  81363. * Serializes the particle system to a JSON object.
  81364. * @returns the JSON object
  81365. */
  81366. serialize(): any;
  81367. /**
  81368. * Parse properties from a JSON object
  81369. * @param serializationObject defines the JSON object
  81370. */
  81371. parse(serializationObject: any): void;
  81372. }
  81373. }
  81374. declare module BABYLON {
  81375. /**
  81376. * Particle emitter emitting particles from a point.
  81377. * It emits the particles randomly between 2 given directions.
  81378. */
  81379. export class PointParticleEmitter implements IParticleEmitterType {
  81380. /**
  81381. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81382. */
  81383. direction1: Vector3;
  81384. /**
  81385. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81386. */
  81387. direction2: Vector3;
  81388. /**
  81389. * Creates a new instance PointParticleEmitter
  81390. */
  81391. constructor();
  81392. /**
  81393. * Called by the particle System when the direction is computed for the created particle.
  81394. * @param worldMatrix is the world matrix of the particle system
  81395. * @param directionToUpdate is the direction vector to update with the result
  81396. * @param particle is the particle we are computed the direction for
  81397. */
  81398. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81399. /**
  81400. * Called by the particle System when the position is computed for the created particle.
  81401. * @param worldMatrix is the world matrix of the particle system
  81402. * @param positionToUpdate is the position vector to update with the result
  81403. * @param particle is the particle we are computed the position for
  81404. */
  81405. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81406. /**
  81407. * Clones the current emitter and returns a copy of it
  81408. * @returns the new emitter
  81409. */
  81410. clone(): PointParticleEmitter;
  81411. /**
  81412. * Called by the GPUParticleSystem to setup the update shader
  81413. * @param effect defines the update shader
  81414. */
  81415. applyToShader(effect: Effect): void;
  81416. /**
  81417. * Returns a string to use to update the GPU particles update shader
  81418. * @returns a string containng the defines string
  81419. */
  81420. getEffectDefines(): string;
  81421. /**
  81422. * Returns the string "PointParticleEmitter"
  81423. * @returns a string containing the class name
  81424. */
  81425. getClassName(): string;
  81426. /**
  81427. * Serializes the particle system to a JSON object.
  81428. * @returns the JSON object
  81429. */
  81430. serialize(): any;
  81431. /**
  81432. * Parse properties from a JSON object
  81433. * @param serializationObject defines the JSON object
  81434. */
  81435. parse(serializationObject: any): void;
  81436. }
  81437. }
  81438. declare module BABYLON {
  81439. /**
  81440. * Particle emitter emitting particles from the inside of a sphere.
  81441. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81442. */
  81443. export class SphereParticleEmitter implements IParticleEmitterType {
  81444. /**
  81445. * The radius of the emission sphere.
  81446. */
  81447. radius: number;
  81448. /**
  81449. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81450. */
  81451. radiusRange: number;
  81452. /**
  81453. * How much to randomize the particle direction [0-1].
  81454. */
  81455. directionRandomizer: number;
  81456. /**
  81457. * Creates a new instance SphereParticleEmitter
  81458. * @param radius the radius of the emission sphere (1 by default)
  81459. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81460. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81461. */
  81462. constructor(
  81463. /**
  81464. * The radius of the emission sphere.
  81465. */
  81466. radius?: number,
  81467. /**
  81468. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81469. */
  81470. radiusRange?: number,
  81471. /**
  81472. * How much to randomize the particle direction [0-1].
  81473. */
  81474. directionRandomizer?: number);
  81475. /**
  81476. * Called by the particle System when the direction is computed for the created particle.
  81477. * @param worldMatrix is the world matrix of the particle system
  81478. * @param directionToUpdate is the direction vector to update with the result
  81479. * @param particle is the particle we are computed the direction for
  81480. */
  81481. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81482. /**
  81483. * Called by the particle System when the position is computed for the created particle.
  81484. * @param worldMatrix is the world matrix of the particle system
  81485. * @param positionToUpdate is the position vector to update with the result
  81486. * @param particle is the particle we are computed the position for
  81487. */
  81488. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81489. /**
  81490. * Clones the current emitter and returns a copy of it
  81491. * @returns the new emitter
  81492. */
  81493. clone(): SphereParticleEmitter;
  81494. /**
  81495. * Called by the GPUParticleSystem to setup the update shader
  81496. * @param effect defines the update shader
  81497. */
  81498. applyToShader(effect: Effect): void;
  81499. /**
  81500. * Returns a string to use to update the GPU particles update shader
  81501. * @returns a string containng the defines string
  81502. */
  81503. getEffectDefines(): string;
  81504. /**
  81505. * Returns the string "SphereParticleEmitter"
  81506. * @returns a string containing the class name
  81507. */
  81508. getClassName(): string;
  81509. /**
  81510. * Serializes the particle system to a JSON object.
  81511. * @returns the JSON object
  81512. */
  81513. serialize(): any;
  81514. /**
  81515. * Parse properties from a JSON object
  81516. * @param serializationObject defines the JSON object
  81517. */
  81518. parse(serializationObject: any): void;
  81519. }
  81520. /**
  81521. * Particle emitter emitting particles from the inside of a sphere.
  81522. * It emits the particles randomly between two vectors.
  81523. */
  81524. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81525. /**
  81526. * The min limit of the emission direction.
  81527. */
  81528. direction1: Vector3;
  81529. /**
  81530. * The max limit of the emission direction.
  81531. */
  81532. direction2: Vector3;
  81533. /**
  81534. * Creates a new instance SphereDirectedParticleEmitter
  81535. * @param radius the radius of the emission sphere (1 by default)
  81536. * @param direction1 the min limit of the emission direction (up vector by default)
  81537. * @param direction2 the max limit of the emission direction (up vector by default)
  81538. */
  81539. constructor(radius?: number,
  81540. /**
  81541. * The min limit of the emission direction.
  81542. */
  81543. direction1?: Vector3,
  81544. /**
  81545. * The max limit of the emission direction.
  81546. */
  81547. direction2?: Vector3);
  81548. /**
  81549. * Called by the particle System when the direction is computed for the created particle.
  81550. * @param worldMatrix is the world matrix of the particle system
  81551. * @param directionToUpdate is the direction vector to update with the result
  81552. * @param particle is the particle we are computed the direction for
  81553. */
  81554. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81555. /**
  81556. * Clones the current emitter and returns a copy of it
  81557. * @returns the new emitter
  81558. */
  81559. clone(): SphereDirectedParticleEmitter;
  81560. /**
  81561. * Called by the GPUParticleSystem to setup the update shader
  81562. * @param effect defines the update shader
  81563. */
  81564. applyToShader(effect: Effect): void;
  81565. /**
  81566. * Returns a string to use to update the GPU particles update shader
  81567. * @returns a string containng the defines string
  81568. */
  81569. getEffectDefines(): string;
  81570. /**
  81571. * Returns the string "SphereDirectedParticleEmitter"
  81572. * @returns a string containing the class name
  81573. */
  81574. getClassName(): string;
  81575. /**
  81576. * Serializes the particle system to a JSON object.
  81577. * @returns the JSON object
  81578. */
  81579. serialize(): any;
  81580. /**
  81581. * Parse properties from a JSON object
  81582. * @param serializationObject defines the JSON object
  81583. */
  81584. parse(serializationObject: any): void;
  81585. }
  81586. }
  81587. declare module BABYLON {
  81588. /**
  81589. * Interface representing a particle system in Babylon.js.
  81590. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81591. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81592. */
  81593. export interface IParticleSystem {
  81594. /**
  81595. * List of animations used by the particle system.
  81596. */
  81597. animations: Animation[];
  81598. /**
  81599. * The id of the Particle system.
  81600. */
  81601. id: string;
  81602. /**
  81603. * The name of the Particle system.
  81604. */
  81605. name: string;
  81606. /**
  81607. * The emitter represents the Mesh or position we are attaching the particle system to.
  81608. */
  81609. emitter: Nullable<AbstractMesh | Vector3>;
  81610. /**
  81611. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81612. */
  81613. isBillboardBased: boolean;
  81614. /**
  81615. * The rendering group used by the Particle system to chose when to render.
  81616. */
  81617. renderingGroupId: number;
  81618. /**
  81619. * The layer mask we are rendering the particles through.
  81620. */
  81621. layerMask: number;
  81622. /**
  81623. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81624. */
  81625. updateSpeed: number;
  81626. /**
  81627. * The amount of time the particle system is running (depends of the overall update speed).
  81628. */
  81629. targetStopDuration: number;
  81630. /**
  81631. * The texture used to render each particle. (this can be a spritesheet)
  81632. */
  81633. particleTexture: Nullable<Texture>;
  81634. /**
  81635. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81636. */
  81637. blendMode: number;
  81638. /**
  81639. * Minimum life time of emitting particles.
  81640. */
  81641. minLifeTime: number;
  81642. /**
  81643. * Maximum life time of emitting particles.
  81644. */
  81645. maxLifeTime: number;
  81646. /**
  81647. * Minimum Size of emitting particles.
  81648. */
  81649. minSize: number;
  81650. /**
  81651. * Maximum Size of emitting particles.
  81652. */
  81653. maxSize: number;
  81654. /**
  81655. * Minimum scale of emitting particles on X axis.
  81656. */
  81657. minScaleX: number;
  81658. /**
  81659. * Maximum scale of emitting particles on X axis.
  81660. */
  81661. maxScaleX: number;
  81662. /**
  81663. * Minimum scale of emitting particles on Y axis.
  81664. */
  81665. minScaleY: number;
  81666. /**
  81667. * Maximum scale of emitting particles on Y axis.
  81668. */
  81669. maxScaleY: number;
  81670. /**
  81671. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81672. */
  81673. color1: Color4;
  81674. /**
  81675. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81676. */
  81677. color2: Color4;
  81678. /**
  81679. * Color the particle will have at the end of its lifetime.
  81680. */
  81681. colorDead: Color4;
  81682. /**
  81683. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81684. */
  81685. emitRate: number;
  81686. /**
  81687. * You can use gravity if you want to give an orientation to your particles.
  81688. */
  81689. gravity: Vector3;
  81690. /**
  81691. * Minimum power of emitting particles.
  81692. */
  81693. minEmitPower: number;
  81694. /**
  81695. * Maximum power of emitting particles.
  81696. */
  81697. maxEmitPower: number;
  81698. /**
  81699. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81700. */
  81701. minAngularSpeed: number;
  81702. /**
  81703. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81704. */
  81705. maxAngularSpeed: number;
  81706. /**
  81707. * Gets or sets the minimal initial rotation in radians.
  81708. */
  81709. minInitialRotation: number;
  81710. /**
  81711. * Gets or sets the maximal initial rotation in radians.
  81712. */
  81713. maxInitialRotation: number;
  81714. /**
  81715. * The particle emitter type defines the emitter used by the particle system.
  81716. * It can be for example box, sphere, or cone...
  81717. */
  81718. particleEmitterType: Nullable<IParticleEmitterType>;
  81719. /**
  81720. * Defines the delay in milliseconds before starting the system (0 by default)
  81721. */
  81722. startDelay: number;
  81723. /**
  81724. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  81725. */
  81726. preWarmCycles: number;
  81727. /**
  81728. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81729. */
  81730. preWarmStepOffset: number;
  81731. /**
  81732. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  81733. */
  81734. spriteCellChangeSpeed: number;
  81735. /**
  81736. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81737. */
  81738. startSpriteCellID: number;
  81739. /**
  81740. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81741. */
  81742. endSpriteCellID: number;
  81743. /**
  81744. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81745. */
  81746. spriteCellWidth: number;
  81747. /**
  81748. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81749. */
  81750. spriteCellHeight: number;
  81751. /**
  81752. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81753. */
  81754. spriteRandomStartCell: boolean;
  81755. /**
  81756. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  81757. */
  81758. isAnimationSheetEnabled: boolean;
  81759. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81760. translationPivot: Vector2;
  81761. /**
  81762. * Gets or sets a texture used to add random noise to particle positions
  81763. */
  81764. noiseTexture: Nullable<BaseTexture>;
  81765. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81766. noiseStrength: Vector3;
  81767. /**
  81768. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81769. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81770. */
  81771. billboardMode: number;
  81772. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81773. limitVelocityDamping: number;
  81774. /**
  81775. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81776. */
  81777. beginAnimationOnStart: boolean;
  81778. /**
  81779. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81780. */
  81781. beginAnimationFrom: number;
  81782. /**
  81783. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81784. */
  81785. beginAnimationTo: number;
  81786. /**
  81787. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81788. */
  81789. beginAnimationLoop: boolean;
  81790. /**
  81791. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81792. */
  81793. disposeOnStop: boolean;
  81794. /**
  81795. * Gets the maximum number of particles active at the same time.
  81796. * @returns The max number of active particles.
  81797. */
  81798. getCapacity(): number;
  81799. /**
  81800. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81801. * @returns True if it has been started, otherwise false.
  81802. */
  81803. isStarted(): boolean;
  81804. /**
  81805. * Animates the particle system for this frame.
  81806. */
  81807. animate(): void;
  81808. /**
  81809. * Renders the particle system in its current state.
  81810. * @returns the current number of particles
  81811. */
  81812. render(): number;
  81813. /**
  81814. * Dispose the particle system and frees its associated resources.
  81815. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81816. */
  81817. dispose(disposeTexture?: boolean): void;
  81818. /**
  81819. * Clones the particle system.
  81820. * @param name The name of the cloned object
  81821. * @param newEmitter The new emitter to use
  81822. * @returns the cloned particle system
  81823. */
  81824. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  81825. /**
  81826. * Serializes the particle system to a JSON object.
  81827. * @returns the JSON object
  81828. */
  81829. serialize(): any;
  81830. /**
  81831. * Rebuild the particle system
  81832. */
  81833. rebuild(): void;
  81834. /**
  81835. * Starts the particle system and begins to emit
  81836. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  81837. */
  81838. start(delay?: number): void;
  81839. /**
  81840. * Stops the particle system.
  81841. */
  81842. stop(): void;
  81843. /**
  81844. * Remove all active particles
  81845. */
  81846. reset(): void;
  81847. /**
  81848. * Is this system ready to be used/rendered
  81849. * @return true if the system is ready
  81850. */
  81851. isReady(): boolean;
  81852. /**
  81853. * Adds a new color gradient
  81854. * @param gradient defines the gradient to use (between 0 and 1)
  81855. * @param color1 defines the color to affect to the specified gradient
  81856. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81857. * @returns the current particle system
  81858. */
  81859. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81860. /**
  81861. * Remove a specific color gradient
  81862. * @param gradient defines the gradient to remove
  81863. * @returns the current particle system
  81864. */
  81865. removeColorGradient(gradient: number): IParticleSystem;
  81866. /**
  81867. * Adds a new size gradient
  81868. * @param gradient defines the gradient to use (between 0 and 1)
  81869. * @param factor defines the size factor to affect to the specified gradient
  81870. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81871. * @returns the current particle system
  81872. */
  81873. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81874. /**
  81875. * Remove a specific size gradient
  81876. * @param gradient defines the gradient to remove
  81877. * @returns the current particle system
  81878. */
  81879. removeSizeGradient(gradient: number): IParticleSystem;
  81880. /**
  81881. * Gets the current list of color gradients.
  81882. * You must use addColorGradient and removeColorGradient to udpate this list
  81883. * @returns the list of color gradients
  81884. */
  81885. getColorGradients(): Nullable<Array<ColorGradient>>;
  81886. /**
  81887. * Gets the current list of size gradients.
  81888. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81889. * @returns the list of size gradients
  81890. */
  81891. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81892. /**
  81893. * Gets the current list of angular speed gradients.
  81894. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81895. * @returns the list of angular speed gradients
  81896. */
  81897. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81898. /**
  81899. * Adds a new angular speed gradient
  81900. * @param gradient defines the gradient to use (between 0 and 1)
  81901. * @param factor defines the angular speed to affect to the specified gradient
  81902. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81903. * @returns the current particle system
  81904. */
  81905. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81906. /**
  81907. * Remove a specific angular speed gradient
  81908. * @param gradient defines the gradient to remove
  81909. * @returns the current particle system
  81910. */
  81911. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81912. /**
  81913. * Gets the current list of velocity gradients.
  81914. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81915. * @returns the list of velocity gradients
  81916. */
  81917. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81918. /**
  81919. * Adds a new velocity gradient
  81920. * @param gradient defines the gradient to use (between 0 and 1)
  81921. * @param factor defines the velocity to affect to the specified gradient
  81922. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81923. * @returns the current particle system
  81924. */
  81925. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81926. /**
  81927. * Remove a specific velocity gradient
  81928. * @param gradient defines the gradient to remove
  81929. * @returns the current particle system
  81930. */
  81931. removeVelocityGradient(gradient: number): IParticleSystem;
  81932. /**
  81933. * Gets the current list of limit velocity gradients.
  81934. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81935. * @returns the list of limit velocity gradients
  81936. */
  81937. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81938. /**
  81939. * Adds a new limit velocity gradient
  81940. * @param gradient defines the gradient to use (between 0 and 1)
  81941. * @param factor defines the limit velocity to affect to the specified gradient
  81942. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81943. * @returns the current particle system
  81944. */
  81945. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81946. /**
  81947. * Remove a specific limit velocity gradient
  81948. * @param gradient defines the gradient to remove
  81949. * @returns the current particle system
  81950. */
  81951. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81952. /**
  81953. * Adds a new drag gradient
  81954. * @param gradient defines the gradient to use (between 0 and 1)
  81955. * @param factor defines the drag to affect to the specified gradient
  81956. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81957. * @returns the current particle system
  81958. */
  81959. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81960. /**
  81961. * Remove a specific drag gradient
  81962. * @param gradient defines the gradient to remove
  81963. * @returns the current particle system
  81964. */
  81965. removeDragGradient(gradient: number): IParticleSystem;
  81966. /**
  81967. * Gets the current list of drag gradients.
  81968. * You must use addDragGradient and removeDragGradient to udpate this list
  81969. * @returns the list of drag gradients
  81970. */
  81971. getDragGradients(): Nullable<Array<FactorGradient>>;
  81972. /**
  81973. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81974. * @param gradient defines the gradient to use (between 0 and 1)
  81975. * @param factor defines the emit rate to affect to the specified gradient
  81976. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81977. * @returns the current particle system
  81978. */
  81979. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81980. /**
  81981. * Remove a specific emit rate gradient
  81982. * @param gradient defines the gradient to remove
  81983. * @returns the current particle system
  81984. */
  81985. removeEmitRateGradient(gradient: number): IParticleSystem;
  81986. /**
  81987. * Gets the current list of emit rate gradients.
  81988. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81989. * @returns the list of emit rate gradients
  81990. */
  81991. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81992. /**
  81993. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81994. * @param gradient defines the gradient to use (between 0 and 1)
  81995. * @param factor defines the start size to affect to the specified gradient
  81996. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81997. * @returns the current particle system
  81998. */
  81999. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82000. /**
  82001. * Remove a specific start size gradient
  82002. * @param gradient defines the gradient to remove
  82003. * @returns the current particle system
  82004. */
  82005. removeStartSizeGradient(gradient: number): IParticleSystem;
  82006. /**
  82007. * Gets the current list of start size gradients.
  82008. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82009. * @returns the list of start size gradients
  82010. */
  82011. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82012. /**
  82013. * Adds a new life time gradient
  82014. * @param gradient defines the gradient to use (between 0 and 1)
  82015. * @param factor defines the life time factor to affect to the specified gradient
  82016. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82017. * @returns the current particle system
  82018. */
  82019. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82020. /**
  82021. * Remove a specific life time gradient
  82022. * @param gradient defines the gradient to remove
  82023. * @returns the current particle system
  82024. */
  82025. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82026. /**
  82027. * Gets the current list of life time gradients.
  82028. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82029. * @returns the list of life time gradients
  82030. */
  82031. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82032. /**
  82033. * Gets the current list of color gradients.
  82034. * You must use addColorGradient and removeColorGradient to udpate this list
  82035. * @returns the list of color gradients
  82036. */
  82037. getColorGradients(): Nullable<Array<ColorGradient>>;
  82038. /**
  82039. * Adds a new ramp gradient used to remap particle colors
  82040. * @param gradient defines the gradient to use (between 0 and 1)
  82041. * @param color defines the color to affect to the specified gradient
  82042. * @returns the current particle system
  82043. */
  82044. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82045. /**
  82046. * Gets the current list of ramp gradients.
  82047. * You must use addRampGradient and removeRampGradient to udpate this list
  82048. * @returns the list of ramp gradients
  82049. */
  82050. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82051. /** Gets or sets a boolean indicating that ramp gradients must be used
  82052. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82053. */
  82054. useRampGradients: boolean;
  82055. /**
  82056. * Adds a new color remap gradient
  82057. * @param gradient defines the gradient to use (between 0 and 1)
  82058. * @param min defines the color remap minimal range
  82059. * @param max defines the color remap maximal range
  82060. * @returns the current particle system
  82061. */
  82062. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82063. /**
  82064. * Gets the current list of color remap gradients.
  82065. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82066. * @returns the list of color remap gradients
  82067. */
  82068. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82069. /**
  82070. * Adds a new alpha remap gradient
  82071. * @param gradient defines the gradient to use (between 0 and 1)
  82072. * @param min defines the alpha remap minimal range
  82073. * @param max defines the alpha remap maximal range
  82074. * @returns the current particle system
  82075. */
  82076. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82077. /**
  82078. * Gets the current list of alpha remap gradients.
  82079. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82080. * @returns the list of alpha remap gradients
  82081. */
  82082. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82083. /**
  82084. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82085. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82086. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82087. * @returns the emitter
  82088. */
  82089. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82090. /**
  82091. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82092. * @param radius The radius of the hemisphere to emit from
  82093. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82094. * @returns the emitter
  82095. */
  82096. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82097. /**
  82098. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82099. * @param radius The radius of the sphere to emit from
  82100. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82101. * @returns the emitter
  82102. */
  82103. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82104. /**
  82105. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82106. * @param radius The radius of the sphere to emit from
  82107. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82108. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82109. * @returns the emitter
  82110. */
  82111. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82112. /**
  82113. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82114. * @param radius The radius of the emission cylinder
  82115. * @param height The height of the emission cylinder
  82116. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82117. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82118. * @returns the emitter
  82119. */
  82120. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82121. /**
  82122. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82123. * @param radius The radius of the cylinder to emit from
  82124. * @param height The height of the emission cylinder
  82125. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82126. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82127. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82128. * @returns the emitter
  82129. */
  82130. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82131. /**
  82132. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82133. * @param radius The radius of the cone to emit from
  82134. * @param angle The base angle of the cone
  82135. * @returns the emitter
  82136. */
  82137. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82138. /**
  82139. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82140. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82141. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82142. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82143. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82144. * @returns the emitter
  82145. */
  82146. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82147. /**
  82148. * Get hosting scene
  82149. * @returns the scene
  82150. */
  82151. getScene(): Scene;
  82152. }
  82153. }
  82154. declare module BABYLON {
  82155. /**
  82156. * Creates an instance based on a source mesh.
  82157. */
  82158. export class InstancedMesh extends AbstractMesh {
  82159. private _sourceMesh;
  82160. private _currentLOD;
  82161. /** @hidden */
  82162. _indexInSourceMeshInstanceArray: number;
  82163. constructor(name: string, source: Mesh);
  82164. /**
  82165. * Returns the string "InstancedMesh".
  82166. */
  82167. getClassName(): string;
  82168. /** Gets the list of lights affecting that mesh */
  82169. readonly lightSources: Light[];
  82170. _resyncLightSources(): void;
  82171. _resyncLighSource(light: Light): void;
  82172. _removeLightSource(light: Light): void;
  82173. /**
  82174. * If the source mesh receives shadows
  82175. */
  82176. readonly receiveShadows: boolean;
  82177. /**
  82178. * The material of the source mesh
  82179. */
  82180. readonly material: Nullable<Material>;
  82181. /**
  82182. * Visibility of the source mesh
  82183. */
  82184. readonly visibility: number;
  82185. /**
  82186. * Skeleton of the source mesh
  82187. */
  82188. readonly skeleton: Nullable<Skeleton>;
  82189. /**
  82190. * Rendering ground id of the source mesh
  82191. */
  82192. renderingGroupId: number;
  82193. /**
  82194. * Returns the total number of vertices (integer).
  82195. */
  82196. getTotalVertices(): number;
  82197. /**
  82198. * Returns a positive integer : the total number of indices in this mesh geometry.
  82199. * @returns the numner of indices or zero if the mesh has no geometry.
  82200. */
  82201. getTotalIndices(): number;
  82202. /**
  82203. * The source mesh of the instance
  82204. */
  82205. readonly sourceMesh: Mesh;
  82206. /**
  82207. * Is this node ready to be used/rendered
  82208. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82209. * @return {boolean} is it ready
  82210. */
  82211. isReady(completeCheck?: boolean): boolean;
  82212. /**
  82213. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82214. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82215. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  82216. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82217. */
  82218. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82219. /**
  82220. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82221. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82222. * The `data` are either a numeric array either a Float32Array.
  82223. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82224. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  82225. * Note that a new underlying VertexBuffer object is created each call.
  82226. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82227. *
  82228. * Possible `kind` values :
  82229. * - VertexBuffer.PositionKind
  82230. * - VertexBuffer.UVKind
  82231. * - VertexBuffer.UV2Kind
  82232. * - VertexBuffer.UV3Kind
  82233. * - VertexBuffer.UV4Kind
  82234. * - VertexBuffer.UV5Kind
  82235. * - VertexBuffer.UV6Kind
  82236. * - VertexBuffer.ColorKind
  82237. * - VertexBuffer.MatricesIndicesKind
  82238. * - VertexBuffer.MatricesIndicesExtraKind
  82239. * - VertexBuffer.MatricesWeightsKind
  82240. * - VertexBuffer.MatricesWeightsExtraKind
  82241. *
  82242. * Returns the Mesh.
  82243. */
  82244. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82245. /**
  82246. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82247. * If the mesh has no geometry, it is simply returned as it is.
  82248. * The `data` are either a numeric array either a Float32Array.
  82249. * No new underlying VertexBuffer object is created.
  82250. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82251. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82252. *
  82253. * Possible `kind` values :
  82254. * - VertexBuffer.PositionKind
  82255. * - VertexBuffer.UVKind
  82256. * - VertexBuffer.UV2Kind
  82257. * - VertexBuffer.UV3Kind
  82258. * - VertexBuffer.UV4Kind
  82259. * - VertexBuffer.UV5Kind
  82260. * - VertexBuffer.UV6Kind
  82261. * - VertexBuffer.ColorKind
  82262. * - VertexBuffer.MatricesIndicesKind
  82263. * - VertexBuffer.MatricesIndicesExtraKind
  82264. * - VertexBuffer.MatricesWeightsKind
  82265. * - VertexBuffer.MatricesWeightsExtraKind
  82266. *
  82267. * Returns the Mesh.
  82268. */
  82269. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82270. /**
  82271. * Sets the mesh indices.
  82272. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82273. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82274. * This method creates a new index buffer each call.
  82275. * Returns the Mesh.
  82276. */
  82277. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82278. /**
  82279. * Boolean : True if the mesh owns the requested kind of data.
  82280. */
  82281. isVerticesDataPresent(kind: string): boolean;
  82282. /**
  82283. * Returns an array of indices (IndicesArray).
  82284. */
  82285. getIndices(): Nullable<IndicesArray>;
  82286. readonly _positions: Nullable<Vector3[]>;
  82287. /**
  82288. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82289. * This means the mesh underlying bounding box and sphere are recomputed.
  82290. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82291. * @returns the current mesh
  82292. */
  82293. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82294. /** @hidden */
  82295. _preActivate(): InstancedMesh;
  82296. /** @hidden */
  82297. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82298. /** @hidden */
  82299. _postActivate(): void;
  82300. getWorldMatrix(): Matrix;
  82301. readonly isAnInstance: boolean;
  82302. /**
  82303. * Returns the current associated LOD AbstractMesh.
  82304. */
  82305. getLOD(camera: Camera): AbstractMesh;
  82306. /** @hidden */
  82307. _syncSubMeshes(): InstancedMesh;
  82308. /** @hidden */
  82309. _generatePointsArray(): boolean;
  82310. /**
  82311. * Creates a new InstancedMesh from the current mesh.
  82312. * - name (string) : the cloned mesh name
  82313. * - newParent (optional Node) : the optional Node to parent the clone to.
  82314. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82315. *
  82316. * Returns the clone.
  82317. */
  82318. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82319. /**
  82320. * Disposes the InstancedMesh.
  82321. * Returns nothing.
  82322. */
  82323. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82324. }
  82325. }
  82326. declare module BABYLON {
  82327. /**
  82328. * Defines the options associated with the creation of a shader material.
  82329. */
  82330. export interface IShaderMaterialOptions {
  82331. /**
  82332. * Does the material work in alpha blend mode
  82333. */
  82334. needAlphaBlending: boolean;
  82335. /**
  82336. * Does the material work in alpha test mode
  82337. */
  82338. needAlphaTesting: boolean;
  82339. /**
  82340. * The list of attribute names used in the shader
  82341. */
  82342. attributes: string[];
  82343. /**
  82344. * The list of unifrom names used in the shader
  82345. */
  82346. uniforms: string[];
  82347. /**
  82348. * The list of UBO names used in the shader
  82349. */
  82350. uniformBuffers: string[];
  82351. /**
  82352. * The list of sampler names used in the shader
  82353. */
  82354. samplers: string[];
  82355. /**
  82356. * The list of defines used in the shader
  82357. */
  82358. defines: string[];
  82359. }
  82360. /**
  82361. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  82362. *
  82363. * This returned material effects how the mesh will look based on the code in the shaders.
  82364. *
  82365. * @see http://doc.babylonjs.com/how_to/shader_material
  82366. */
  82367. export class ShaderMaterial extends Material {
  82368. private _shaderPath;
  82369. private _options;
  82370. private _textures;
  82371. private _textureArrays;
  82372. private _floats;
  82373. private _ints;
  82374. private _floatsArrays;
  82375. private _colors3;
  82376. private _colors3Arrays;
  82377. private _colors4;
  82378. private _colors4Arrays;
  82379. private _vectors2;
  82380. private _vectors3;
  82381. private _vectors4;
  82382. private _matrices;
  82383. private _matrices3x3;
  82384. private _matrices2x2;
  82385. private _vectors2Arrays;
  82386. private _vectors3Arrays;
  82387. private _vectors4Arrays;
  82388. private _cachedWorldViewMatrix;
  82389. private _cachedWorldViewProjectionMatrix;
  82390. private _renderId;
  82391. /**
  82392. * Instantiate a new shader material.
  82393. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  82394. * This returned material effects how the mesh will look based on the code in the shaders.
  82395. * @see http://doc.babylonjs.com/how_to/shader_material
  82396. * @param name Define the name of the material in the scene
  82397. * @param scene Define the scene the material belongs to
  82398. * @param shaderPath Defines the route to the shader code in one of three ways:
  82399. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82400. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82401. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82402. * @param options Define the options used to create the shader
  82403. */
  82404. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82405. /**
  82406. * Gets the options used to compile the shader.
  82407. * They can be modified to trigger a new compilation
  82408. */
  82409. readonly options: IShaderMaterialOptions;
  82410. /**
  82411. * Gets the current class name of the material e.g. "ShaderMaterial"
  82412. * Mainly use in serialization.
  82413. * @returns the class name
  82414. */
  82415. getClassName(): string;
  82416. /**
  82417. * Specifies if the material will require alpha blending
  82418. * @returns a boolean specifying if alpha blending is needed
  82419. */
  82420. needAlphaBlending(): boolean;
  82421. /**
  82422. * Specifies if this material should be rendered in alpha test mode
  82423. * @returns a boolean specifying if an alpha test is needed.
  82424. */
  82425. needAlphaTesting(): boolean;
  82426. private _checkUniform;
  82427. /**
  82428. * Set a texture in the shader.
  82429. * @param name Define the name of the uniform samplers as defined in the shader
  82430. * @param texture Define the texture to bind to this sampler
  82431. * @return the material itself allowing "fluent" like uniform updates
  82432. */
  82433. setTexture(name: string, texture: Texture): ShaderMaterial;
  82434. /**
  82435. * Set a texture array in the shader.
  82436. * @param name Define the name of the uniform sampler array as defined in the shader
  82437. * @param textures Define the list of textures to bind to this sampler
  82438. * @return the material itself allowing "fluent" like uniform updates
  82439. */
  82440. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82441. /**
  82442. * Set a float in the shader.
  82443. * @param name Define the name of the uniform as defined in the shader
  82444. * @param value Define the value to give to the uniform
  82445. * @return the material itself allowing "fluent" like uniform updates
  82446. */
  82447. setFloat(name: string, value: number): ShaderMaterial;
  82448. /**
  82449. * Set a int in the shader.
  82450. * @param name Define the name of the uniform as defined in the shader
  82451. * @param value Define the value to give to the uniform
  82452. * @return the material itself allowing "fluent" like uniform updates
  82453. */
  82454. setInt(name: string, value: number): ShaderMaterial;
  82455. /**
  82456. * Set an array of floats in the shader.
  82457. * @param name Define the name of the uniform as defined in the shader
  82458. * @param value Define the value to give to the uniform
  82459. * @return the material itself allowing "fluent" like uniform updates
  82460. */
  82461. setFloats(name: string, value: number[]): ShaderMaterial;
  82462. /**
  82463. * Set a vec3 in the shader from a Color3.
  82464. * @param name Define the name of the uniform as defined in the shader
  82465. * @param value Define the value to give to the uniform
  82466. * @return the material itself allowing "fluent" like uniform updates
  82467. */
  82468. setColor3(name: string, value: Color3): ShaderMaterial;
  82469. /**
  82470. * Set a vec3 array in the shader from a Color3 array.
  82471. * @param name Define the name of the uniform as defined in the shader
  82472. * @param value Define the value to give to the uniform
  82473. * @return the material itself allowing "fluent" like uniform updates
  82474. */
  82475. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82476. /**
  82477. * Set a vec4 in the shader from a Color4.
  82478. * @param name Define the name of the uniform as defined in the shader
  82479. * @param value Define the value to give to the uniform
  82480. * @return the material itself allowing "fluent" like uniform updates
  82481. */
  82482. setColor4(name: string, value: Color4): ShaderMaterial;
  82483. /**
  82484. * Set a vec4 array in the shader from a Color4 array.
  82485. * @param name Define the name of the uniform as defined in the shader
  82486. * @param value Define the value to give to the uniform
  82487. * @return the material itself allowing "fluent" like uniform updates
  82488. */
  82489. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82490. /**
  82491. * Set a vec2 in the shader from a Vector2.
  82492. * @param name Define the name of the uniform as defined in the shader
  82493. * @param value Define the value to give to the uniform
  82494. * @return the material itself allowing "fluent" like uniform updates
  82495. */
  82496. setVector2(name: string, value: Vector2): ShaderMaterial;
  82497. /**
  82498. * Set a vec3 in the shader from a Vector3.
  82499. * @param name Define the name of the uniform as defined in the shader
  82500. * @param value Define the value to give to the uniform
  82501. * @return the material itself allowing "fluent" like uniform updates
  82502. */
  82503. setVector3(name: string, value: Vector3): ShaderMaterial;
  82504. /**
  82505. * Set a vec4 in the shader from a Vector4.
  82506. * @param name Define the name of the uniform as defined in the shader
  82507. * @param value Define the value to give to the uniform
  82508. * @return the material itself allowing "fluent" like uniform updates
  82509. */
  82510. setVector4(name: string, value: Vector4): ShaderMaterial;
  82511. /**
  82512. * Set a mat4 in the shader from a Matrix.
  82513. * @param name Define the name of the uniform as defined in the shader
  82514. * @param value Define the value to give to the uniform
  82515. * @return the material itself allowing "fluent" like uniform updates
  82516. */
  82517. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82518. /**
  82519. * Set a mat3 in the shader from a Float32Array.
  82520. * @param name Define the name of the uniform as defined in the shader
  82521. * @param value Define the value to give to the uniform
  82522. * @return the material itself allowing "fluent" like uniform updates
  82523. */
  82524. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82525. /**
  82526. * Set a mat2 in the shader from a Float32Array.
  82527. * @param name Define the name of the uniform as defined in the shader
  82528. * @param value Define the value to give to the uniform
  82529. * @return the material itself allowing "fluent" like uniform updates
  82530. */
  82531. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82532. /**
  82533. * Set a vec2 array in the shader from a number array.
  82534. * @param name Define the name of the uniform as defined in the shader
  82535. * @param value Define the value to give to the uniform
  82536. * @return the material itself allowing "fluent" like uniform updates
  82537. */
  82538. setArray2(name: string, value: number[]): ShaderMaterial;
  82539. /**
  82540. * Set a vec3 array in the shader from a number array.
  82541. * @param name Define the name of the uniform as defined in the shader
  82542. * @param value Define the value to give to the uniform
  82543. * @return the material itself allowing "fluent" like uniform updates
  82544. */
  82545. setArray3(name: string, value: number[]): ShaderMaterial;
  82546. /**
  82547. * Set a vec4 array in the shader from a number array.
  82548. * @param name Define the name of the uniform as defined in the shader
  82549. * @param value Define the value to give to the uniform
  82550. * @return the material itself allowing "fluent" like uniform updates
  82551. */
  82552. setArray4(name: string, value: number[]): ShaderMaterial;
  82553. private _checkCache;
  82554. /**
  82555. * Specifies that the submesh is ready to be used
  82556. * @param mesh defines the mesh to check
  82557. * @param subMesh defines which submesh to check
  82558. * @param useInstances specifies that instances should be used
  82559. * @returns a boolean indicating that the submesh is ready or not
  82560. */
  82561. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82562. /**
  82563. * Checks if the material is ready to render the requested mesh
  82564. * @param mesh Define the mesh to render
  82565. * @param useInstances Define whether or not the material is used with instances
  82566. * @returns true if ready, otherwise false
  82567. */
  82568. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82569. /**
  82570. * Binds the world matrix to the material
  82571. * @param world defines the world transformation matrix
  82572. */
  82573. bindOnlyWorldMatrix(world: Matrix): void;
  82574. /**
  82575. * Binds the material to the mesh
  82576. * @param world defines the world transformation matrix
  82577. * @param mesh defines the mesh to bind the material to
  82578. */
  82579. bind(world: Matrix, mesh?: Mesh): void;
  82580. /**
  82581. * Gets the active textures from the material
  82582. * @returns an array of textures
  82583. */
  82584. getActiveTextures(): BaseTexture[];
  82585. /**
  82586. * Specifies if the material uses a texture
  82587. * @param texture defines the texture to check against the material
  82588. * @returns a boolean specifying if the material uses the texture
  82589. */
  82590. hasTexture(texture: BaseTexture): boolean;
  82591. /**
  82592. * Makes a duplicate of the material, and gives it a new name
  82593. * @param name defines the new name for the duplicated material
  82594. * @returns the cloned material
  82595. */
  82596. clone(name: string): ShaderMaterial;
  82597. /**
  82598. * Disposes the material
  82599. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82600. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82601. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82602. */
  82603. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82604. /**
  82605. * Serializes this material in a JSON representation
  82606. * @returns the serialized material object
  82607. */
  82608. serialize(): any;
  82609. /**
  82610. * Creates a shader material from parsed shader material data
  82611. * @param source defines the JSON represnetation of the material
  82612. * @param scene defines the hosting scene
  82613. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82614. * @returns a new material
  82615. */
  82616. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82617. }
  82618. }
  82619. declare module BABYLON {
  82620. /** @hidden */
  82621. export var colorPixelShader: {
  82622. name: string;
  82623. shader: string;
  82624. };
  82625. }
  82626. declare module BABYLON {
  82627. /** @hidden */
  82628. export var colorVertexShader: {
  82629. name: string;
  82630. shader: string;
  82631. };
  82632. }
  82633. declare module BABYLON {
  82634. /**
  82635. * Line mesh
  82636. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82637. */
  82638. export class LinesMesh extends Mesh {
  82639. /**
  82640. * If vertex color should be applied to the mesh
  82641. */
  82642. readonly useVertexColor?: boolean | undefined;
  82643. /**
  82644. * If vertex alpha should be applied to the mesh
  82645. */
  82646. readonly useVertexAlpha?: boolean | undefined;
  82647. /**
  82648. * Color of the line (Default: White)
  82649. */
  82650. color: Color3;
  82651. /**
  82652. * Alpha of the line (Default: 1)
  82653. */
  82654. alpha: number;
  82655. /**
  82656. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82657. * This margin is expressed in world space coordinates, so its value may vary.
  82658. * Default value is 0.1
  82659. */
  82660. intersectionThreshold: number;
  82661. private _colorShader;
  82662. private color4;
  82663. /**
  82664. * Creates a new LinesMesh
  82665. * @param name defines the name
  82666. * @param scene defines the hosting scene
  82667. * @param parent defines the parent mesh if any
  82668. * @param source defines the optional source LinesMesh used to clone data from
  82669. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82670. * When false, achieved by calling a clone(), also passing False.
  82671. * This will make creation of children, recursive.
  82672. * @param useVertexColor defines if this LinesMesh supports vertex color
  82673. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82674. */
  82675. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82676. /**
  82677. * If vertex color should be applied to the mesh
  82678. */
  82679. useVertexColor?: boolean | undefined,
  82680. /**
  82681. * If vertex alpha should be applied to the mesh
  82682. */
  82683. useVertexAlpha?: boolean | undefined);
  82684. private _addClipPlaneDefine;
  82685. private _removeClipPlaneDefine;
  82686. isReady(): boolean;
  82687. /**
  82688. * Returns the string "LineMesh"
  82689. */
  82690. getClassName(): string;
  82691. /**
  82692. * @hidden
  82693. */
  82694. /**
  82695. * @hidden
  82696. */
  82697. material: Material;
  82698. /**
  82699. * @hidden
  82700. */
  82701. readonly checkCollisions: boolean;
  82702. /** @hidden */
  82703. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82704. /** @hidden */
  82705. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82706. /**
  82707. * Disposes of the line mesh
  82708. * @param doNotRecurse If children should be disposed
  82709. */
  82710. dispose(doNotRecurse?: boolean): void;
  82711. /**
  82712. * Returns a new LineMesh object cloned from the current one.
  82713. */
  82714. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82715. /**
  82716. * Creates a new InstancedLinesMesh object from the mesh model.
  82717. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82718. * @param name defines the name of the new instance
  82719. * @returns a new InstancedLinesMesh
  82720. */
  82721. createInstance(name: string): InstancedLinesMesh;
  82722. }
  82723. /**
  82724. * Creates an instance based on a source LinesMesh
  82725. */
  82726. export class InstancedLinesMesh extends InstancedMesh {
  82727. /**
  82728. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82729. * This margin is expressed in world space coordinates, so its value may vary.
  82730. * Initilized with the intersectionThreshold value of the source LinesMesh
  82731. */
  82732. intersectionThreshold: number;
  82733. constructor(name: string, source: LinesMesh);
  82734. /**
  82735. * Returns the string "InstancedLinesMesh".
  82736. */
  82737. getClassName(): string;
  82738. }
  82739. }
  82740. declare module BABYLON {
  82741. /** @hidden */
  82742. export var linePixelShader: {
  82743. name: string;
  82744. shader: string;
  82745. };
  82746. }
  82747. declare module BABYLON {
  82748. /** @hidden */
  82749. export var lineVertexShader: {
  82750. name: string;
  82751. shader: string;
  82752. };
  82753. }
  82754. declare module BABYLON {
  82755. interface AbstractMesh {
  82756. /**
  82757. * Gets the edgesRenderer associated with the mesh
  82758. */
  82759. edgesRenderer: Nullable<EdgesRenderer>;
  82760. }
  82761. interface LinesMesh {
  82762. /**
  82763. * Enables the edge rendering mode on the mesh.
  82764. * This mode makes the mesh edges visible
  82765. * @param epsilon defines the maximal distance between two angles to detect a face
  82766. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82767. * @returns the currentAbstractMesh
  82768. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82769. */
  82770. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  82771. }
  82772. interface InstancedLinesMesh {
  82773. /**
  82774. * Enables the edge rendering mode on the mesh.
  82775. * This mode makes the mesh edges visible
  82776. * @param epsilon defines the maximal distance between two angles to detect a face
  82777. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  82778. * @returns the current InstancedLinesMesh
  82779. * @see https://www.babylonjs-playground.com/#19O9TU#0
  82780. */
  82781. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  82782. }
  82783. /**
  82784. * Defines the minimum contract an Edges renderer should follow.
  82785. */
  82786. export interface IEdgesRenderer extends IDisposable {
  82787. /**
  82788. * Gets or sets a boolean indicating if the edgesRenderer is active
  82789. */
  82790. isEnabled: boolean;
  82791. /**
  82792. * Renders the edges of the attached mesh,
  82793. */
  82794. render(): void;
  82795. /**
  82796. * Checks wether or not the edges renderer is ready to render.
  82797. * @return true if ready, otherwise false.
  82798. */
  82799. isReady(): boolean;
  82800. }
  82801. /**
  82802. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  82803. */
  82804. export class EdgesRenderer implements IEdgesRenderer {
  82805. /**
  82806. * Define the size of the edges with an orthographic camera
  82807. */
  82808. edgesWidthScalerForOrthographic: number;
  82809. /**
  82810. * Define the size of the edges with a perspective camera
  82811. */
  82812. edgesWidthScalerForPerspective: number;
  82813. protected _source: AbstractMesh;
  82814. protected _linesPositions: number[];
  82815. protected _linesNormals: number[];
  82816. protected _linesIndices: number[];
  82817. protected _epsilon: number;
  82818. protected _indicesCount: number;
  82819. protected _lineShader: ShaderMaterial;
  82820. protected _ib: DataBuffer;
  82821. protected _buffers: {
  82822. [key: string]: Nullable<VertexBuffer>;
  82823. };
  82824. protected _checkVerticesInsteadOfIndices: boolean;
  82825. private _meshRebuildObserver;
  82826. private _meshDisposeObserver;
  82827. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  82828. isEnabled: boolean;
  82829. /**
  82830. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  82831. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  82832. * @param source Mesh used to create edges
  82833. * @param epsilon sum of angles in adjacency to check for edge
  82834. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  82835. * @param generateEdgesLines - should generate Lines or only prepare resources.
  82836. */
  82837. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  82838. protected _prepareRessources(): void;
  82839. /** @hidden */
  82840. _rebuild(): void;
  82841. /**
  82842. * Releases the required resources for the edges renderer
  82843. */
  82844. dispose(): void;
  82845. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  82846. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  82847. /**
  82848. * Checks if the pair of p0 and p1 is en edge
  82849. * @param faceIndex
  82850. * @param edge
  82851. * @param faceNormals
  82852. * @param p0
  82853. * @param p1
  82854. * @private
  82855. */
  82856. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  82857. /**
  82858. * push line into the position, normal and index buffer
  82859. * @protected
  82860. */
  82861. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  82862. /**
  82863. * Generates lines edges from adjacencjes
  82864. * @private
  82865. */
  82866. _generateEdgesLines(): void;
  82867. /**
  82868. * Checks wether or not the edges renderer is ready to render.
  82869. * @return true if ready, otherwise false.
  82870. */
  82871. isReady(): boolean;
  82872. /**
  82873. * Renders the edges of the attached mesh,
  82874. */
  82875. render(): void;
  82876. }
  82877. /**
  82878. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  82879. */
  82880. export class LineEdgesRenderer extends EdgesRenderer {
  82881. /**
  82882. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  82883. * @param source LineMesh used to generate edges
  82884. * @param epsilon not important (specified angle for edge detection)
  82885. * @param checkVerticesInsteadOfIndices not important for LineMesh
  82886. */
  82887. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  82888. /**
  82889. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  82890. */
  82891. _generateEdgesLines(): void;
  82892. }
  82893. }
  82894. declare module BABYLON {
  82895. /**
  82896. * This represents the object necessary to create a rendering group.
  82897. * This is exclusively used and created by the rendering manager.
  82898. * To modify the behavior, you use the available helpers in your scene or meshes.
  82899. * @hidden
  82900. */
  82901. export class RenderingGroup {
  82902. index: number;
  82903. private static _zeroVector;
  82904. private _scene;
  82905. private _opaqueSubMeshes;
  82906. private _transparentSubMeshes;
  82907. private _alphaTestSubMeshes;
  82908. private _depthOnlySubMeshes;
  82909. private _particleSystems;
  82910. private _spriteManagers;
  82911. private _opaqueSortCompareFn;
  82912. private _alphaTestSortCompareFn;
  82913. private _transparentSortCompareFn;
  82914. private _renderOpaque;
  82915. private _renderAlphaTest;
  82916. private _renderTransparent;
  82917. /** @hidden */
  82918. _edgesRenderers: SmartArray<IEdgesRenderer>;
  82919. onBeforeTransparentRendering: () => void;
  82920. /**
  82921. * Set the opaque sort comparison function.
  82922. * If null the sub meshes will be render in the order they were created
  82923. */
  82924. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82925. /**
  82926. * Set the alpha test sort comparison function.
  82927. * If null the sub meshes will be render in the order they were created
  82928. */
  82929. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82930. /**
  82931. * Set the transparent sort comparison function.
  82932. * If null the sub meshes will be render in the order they were created
  82933. */
  82934. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  82935. /**
  82936. * Creates a new rendering group.
  82937. * @param index The rendering group index
  82938. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  82939. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  82940. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  82941. */
  82942. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  82943. /**
  82944. * Render all the sub meshes contained in the group.
  82945. * @param customRenderFunction Used to override the default render behaviour of the group.
  82946. * @returns true if rendered some submeshes.
  82947. */
  82948. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  82949. /**
  82950. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  82951. * @param subMeshes The submeshes to render
  82952. */
  82953. private renderOpaqueSorted;
  82954. /**
  82955. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  82956. * @param subMeshes The submeshes to render
  82957. */
  82958. private renderAlphaTestSorted;
  82959. /**
  82960. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  82961. * @param subMeshes The submeshes to render
  82962. */
  82963. private renderTransparentSorted;
  82964. /**
  82965. * Renders the submeshes in a specified order.
  82966. * @param subMeshes The submeshes to sort before render
  82967. * @param sortCompareFn The comparison function use to sort
  82968. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  82969. * @param transparent Specifies to activate blending if true
  82970. */
  82971. private static renderSorted;
  82972. /**
  82973. * Renders the submeshes in the order they were dispatched (no sort applied).
  82974. * @param subMeshes The submeshes to render
  82975. */
  82976. private static renderUnsorted;
  82977. /**
  82978. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82979. * are rendered back to front if in the same alpha index.
  82980. *
  82981. * @param a The first submesh
  82982. * @param b The second submesh
  82983. * @returns The result of the comparison
  82984. */
  82985. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  82986. /**
  82987. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82988. * are rendered back to front.
  82989. *
  82990. * @param a The first submesh
  82991. * @param b The second submesh
  82992. * @returns The result of the comparison
  82993. */
  82994. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  82995. /**
  82996. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  82997. * are rendered front to back (prevent overdraw).
  82998. *
  82999. * @param a The first submesh
  83000. * @param b The second submesh
  83001. * @returns The result of the comparison
  83002. */
  83003. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83004. /**
  83005. * Resets the different lists of submeshes to prepare a new frame.
  83006. */
  83007. prepare(): void;
  83008. dispose(): void;
  83009. /**
  83010. * Inserts the submesh in its correct queue depending on its material.
  83011. * @param subMesh The submesh to dispatch
  83012. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83013. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83014. */
  83015. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83016. dispatchSprites(spriteManager: ISpriteManager): void;
  83017. dispatchParticles(particleSystem: IParticleSystem): void;
  83018. private _renderParticles;
  83019. private _renderSprites;
  83020. }
  83021. }
  83022. declare module BABYLON {
  83023. /**
  83024. * Interface describing the different options available in the rendering manager
  83025. * regarding Auto Clear between groups.
  83026. */
  83027. export interface IRenderingManagerAutoClearSetup {
  83028. /**
  83029. * Defines whether or not autoclear is enable.
  83030. */
  83031. autoClear: boolean;
  83032. /**
  83033. * Defines whether or not to autoclear the depth buffer.
  83034. */
  83035. depth: boolean;
  83036. /**
  83037. * Defines whether or not to autoclear the stencil buffer.
  83038. */
  83039. stencil: boolean;
  83040. }
  83041. /**
  83042. * This class is used by the onRenderingGroupObservable
  83043. */
  83044. export class RenderingGroupInfo {
  83045. /**
  83046. * The Scene that being rendered
  83047. */
  83048. scene: Scene;
  83049. /**
  83050. * The camera currently used for the rendering pass
  83051. */
  83052. camera: Nullable<Camera>;
  83053. /**
  83054. * The ID of the renderingGroup being processed
  83055. */
  83056. renderingGroupId: number;
  83057. }
  83058. /**
  83059. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83060. * It is enable to manage the different groups as well as the different necessary sort functions.
  83061. * This should not be used directly aside of the few static configurations
  83062. */
  83063. export class RenderingManager {
  83064. /**
  83065. * The max id used for rendering groups (not included)
  83066. */
  83067. static MAX_RENDERINGGROUPS: number;
  83068. /**
  83069. * The min id used for rendering groups (included)
  83070. */
  83071. static MIN_RENDERINGGROUPS: number;
  83072. /**
  83073. * Used to globally prevent autoclearing scenes.
  83074. */
  83075. static AUTOCLEAR: boolean;
  83076. /**
  83077. * @hidden
  83078. */
  83079. _useSceneAutoClearSetup: boolean;
  83080. private _scene;
  83081. private _renderingGroups;
  83082. private _depthStencilBufferAlreadyCleaned;
  83083. private _autoClearDepthStencil;
  83084. private _customOpaqueSortCompareFn;
  83085. private _customAlphaTestSortCompareFn;
  83086. private _customTransparentSortCompareFn;
  83087. private _renderingGroupInfo;
  83088. /**
  83089. * Instantiates a new rendering group for a particular scene
  83090. * @param scene Defines the scene the groups belongs to
  83091. */
  83092. constructor(scene: Scene);
  83093. private _clearDepthStencilBuffer;
  83094. /**
  83095. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83096. * @hidden
  83097. */
  83098. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83099. /**
  83100. * Resets the different information of the group to prepare a new frame
  83101. * @hidden
  83102. */
  83103. reset(): void;
  83104. /**
  83105. * Dispose and release the group and its associated resources.
  83106. * @hidden
  83107. */
  83108. dispose(): void;
  83109. /**
  83110. * Clear the info related to rendering groups preventing retention points during dispose.
  83111. */
  83112. freeRenderingGroups(): void;
  83113. private _prepareRenderingGroup;
  83114. /**
  83115. * Add a sprite manager to the rendering manager in order to render it this frame.
  83116. * @param spriteManager Define the sprite manager to render
  83117. */
  83118. dispatchSprites(spriteManager: ISpriteManager): void;
  83119. /**
  83120. * Add a particle system to the rendering manager in order to render it this frame.
  83121. * @param particleSystem Define the particle system to render
  83122. */
  83123. dispatchParticles(particleSystem: IParticleSystem): void;
  83124. /**
  83125. * Add a submesh to the manager in order to render it this frame
  83126. * @param subMesh The submesh to dispatch
  83127. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83128. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83129. */
  83130. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83131. /**
  83132. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83133. * This allowed control for front to back rendering or reversly depending of the special needs.
  83134. *
  83135. * @param renderingGroupId The rendering group id corresponding to its index
  83136. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83137. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83138. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83139. */
  83140. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  83141. /**
  83142. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83143. *
  83144. * @param renderingGroupId The rendering group id corresponding to its index
  83145. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83146. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83147. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83148. */
  83149. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83150. /**
  83151. * Gets the current auto clear configuration for one rendering group of the rendering
  83152. * manager.
  83153. * @param index the rendering group index to get the information for
  83154. * @returns The auto clear setup for the requested rendering group
  83155. */
  83156. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83157. }
  83158. }
  83159. declare module BABYLON {
  83160. /**
  83161. * This Helps creating a texture that will be created from a camera in your scene.
  83162. * It is basically a dynamic texture that could be used to create special effects for instance.
  83163. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83164. */
  83165. export class RenderTargetTexture extends Texture {
  83166. isCube: boolean;
  83167. /**
  83168. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83169. */
  83170. static readonly REFRESHRATE_RENDER_ONCE: number;
  83171. /**
  83172. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83173. */
  83174. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83175. /**
  83176. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83177. * the central point of your effect and can save a lot of performances.
  83178. */
  83179. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83180. /**
  83181. * Use this predicate to dynamically define the list of mesh you want to render.
  83182. * If set, the renderList property will be overwritten.
  83183. */
  83184. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83185. private _renderList;
  83186. /**
  83187. * Use this list to define the list of mesh you want to render.
  83188. */
  83189. renderList: Nullable<Array<AbstractMesh>>;
  83190. private _hookArray;
  83191. /**
  83192. * Define if particles should be rendered in your texture.
  83193. */
  83194. renderParticles: boolean;
  83195. /**
  83196. * Define if sprites should be rendered in your texture.
  83197. */
  83198. renderSprites: boolean;
  83199. /**
  83200. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83201. */
  83202. coordinatesMode: number;
  83203. /**
  83204. * Define the camera used to render the texture.
  83205. */
  83206. activeCamera: Nullable<Camera>;
  83207. /**
  83208. * Override the render function of the texture with your own one.
  83209. */
  83210. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83211. /**
  83212. * Define if camera post processes should be use while rendering the texture.
  83213. */
  83214. useCameraPostProcesses: boolean;
  83215. /**
  83216. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83217. */
  83218. ignoreCameraViewport: boolean;
  83219. private _postProcessManager;
  83220. private _postProcesses;
  83221. private _resizeObserver;
  83222. /**
  83223. * An event triggered when the texture is unbind.
  83224. */
  83225. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83226. /**
  83227. * An event triggered when the texture is unbind.
  83228. */
  83229. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83230. private _onAfterUnbindObserver;
  83231. /**
  83232. * Set a after unbind callback in the texture.
  83233. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83234. */
  83235. onAfterUnbind: () => void;
  83236. /**
  83237. * An event triggered before rendering the texture
  83238. */
  83239. onBeforeRenderObservable: Observable<number>;
  83240. private _onBeforeRenderObserver;
  83241. /**
  83242. * Set a before render callback in the texture.
  83243. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83244. */
  83245. onBeforeRender: (faceIndex: number) => void;
  83246. /**
  83247. * An event triggered after rendering the texture
  83248. */
  83249. onAfterRenderObservable: Observable<number>;
  83250. private _onAfterRenderObserver;
  83251. /**
  83252. * Set a after render callback in the texture.
  83253. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83254. */
  83255. onAfterRender: (faceIndex: number) => void;
  83256. /**
  83257. * An event triggered after the texture clear
  83258. */
  83259. onClearObservable: Observable<Engine>;
  83260. private _onClearObserver;
  83261. /**
  83262. * Set a clear callback in the texture.
  83263. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83264. */
  83265. onClear: (Engine: Engine) => void;
  83266. /**
  83267. * Define the clear color of the Render Target if it should be different from the scene.
  83268. */
  83269. clearColor: Color4;
  83270. protected _size: number | {
  83271. width: number;
  83272. height: number;
  83273. };
  83274. protected _initialSizeParameter: number | {
  83275. width: number;
  83276. height: number;
  83277. } | {
  83278. ratio: number;
  83279. };
  83280. protected _sizeRatio: Nullable<number>;
  83281. /** @hidden */
  83282. _generateMipMaps: boolean;
  83283. protected _renderingManager: RenderingManager;
  83284. /** @hidden */
  83285. _waitingRenderList: string[];
  83286. protected _doNotChangeAspectRatio: boolean;
  83287. protected _currentRefreshId: number;
  83288. protected _refreshRate: number;
  83289. protected _textureMatrix: Matrix;
  83290. protected _samples: number;
  83291. protected _renderTargetOptions: RenderTargetCreationOptions;
  83292. /**
  83293. * Gets render target creation options that were used.
  83294. */
  83295. readonly renderTargetOptions: RenderTargetCreationOptions;
  83296. protected _engine: Engine;
  83297. protected _onRatioRescale(): void;
  83298. /**
  83299. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83300. * It must define where the camera used to render the texture is set
  83301. */
  83302. boundingBoxPosition: Vector3;
  83303. private _boundingBoxSize;
  83304. /**
  83305. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83306. * When defined, the cubemap will switch to local mode
  83307. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83308. * @example https://www.babylonjs-playground.com/#RNASML
  83309. */
  83310. boundingBoxSize: Vector3;
  83311. /**
  83312. * In case the RTT has been created with a depth texture, get the associated
  83313. * depth texture.
  83314. * Otherwise, return null.
  83315. */
  83316. depthStencilTexture: Nullable<InternalTexture>;
  83317. /**
  83318. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83319. * or used a shadow, depth texture...
  83320. * @param name The friendly name of the texture
  83321. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  83322. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83323. * @param generateMipMaps True if mip maps need to be generated after render.
  83324. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83325. * @param type The type of the buffer in the RTT (int, half float, float...)
  83326. * @param isCube True if a cube texture needs to be created
  83327. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83328. * @param generateDepthBuffer True to generate a depth buffer
  83329. * @param generateStencilBuffer True to generate a stencil buffer
  83330. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83331. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83332. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83333. */
  83334. constructor(name: string, size: number | {
  83335. width: number;
  83336. height: number;
  83337. } | {
  83338. ratio: number;
  83339. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83340. /**
  83341. * Creates a depth stencil texture.
  83342. * This is only available in WebGL 2 or with the depth texture extension available.
  83343. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83344. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83345. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83346. */
  83347. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83348. private _processSizeParameter;
  83349. /**
  83350. * Define the number of samples to use in case of MSAA.
  83351. * It defaults to one meaning no MSAA has been enabled.
  83352. */
  83353. samples: number;
  83354. /**
  83355. * Resets the refresh counter of the texture and start bak from scratch.
  83356. * Could be useful to regenerate the texture if it is setup to render only once.
  83357. */
  83358. resetRefreshCounter(): void;
  83359. /**
  83360. * Define the refresh rate of the texture or the rendering frequency.
  83361. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83362. */
  83363. refreshRate: number;
  83364. /**
  83365. * Adds a post process to the render target rendering passes.
  83366. * @param postProcess define the post process to add
  83367. */
  83368. addPostProcess(postProcess: PostProcess): void;
  83369. /**
  83370. * Clear all the post processes attached to the render target
  83371. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83372. */
  83373. clearPostProcesses(dispose?: boolean): void;
  83374. /**
  83375. * Remove one of the post process from the list of attached post processes to the texture
  83376. * @param postProcess define the post process to remove from the list
  83377. */
  83378. removePostProcess(postProcess: PostProcess): void;
  83379. /** @hidden */
  83380. _shouldRender(): boolean;
  83381. /**
  83382. * Gets the actual render size of the texture.
  83383. * @returns the width of the render size
  83384. */
  83385. getRenderSize(): number;
  83386. /**
  83387. * Gets the actual render width of the texture.
  83388. * @returns the width of the render size
  83389. */
  83390. getRenderWidth(): number;
  83391. /**
  83392. * Gets the actual render height of the texture.
  83393. * @returns the height of the render size
  83394. */
  83395. getRenderHeight(): number;
  83396. /**
  83397. * Get if the texture can be rescaled or not.
  83398. */
  83399. readonly canRescale: boolean;
  83400. /**
  83401. * Resize the texture using a ratio.
  83402. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83403. */
  83404. scale(ratio: number): void;
  83405. /**
  83406. * Get the texture reflection matrix used to rotate/transform the reflection.
  83407. * @returns the reflection matrix
  83408. */
  83409. getReflectionTextureMatrix(): Matrix;
  83410. /**
  83411. * Resize the texture to a new desired size.
  83412. * Be carrefull as it will recreate all the data in the new texture.
  83413. * @param size Define the new size. It can be:
  83414. * - a number for squared texture,
  83415. * - an object containing { width: number, height: number }
  83416. * - or an object containing a ratio { ratio: number }
  83417. */
  83418. resize(size: number | {
  83419. width: number;
  83420. height: number;
  83421. } | {
  83422. ratio: number;
  83423. }): void;
  83424. /**
  83425. * Renders all the objects from the render list into the texture.
  83426. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83427. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83428. */
  83429. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83430. private _bestReflectionRenderTargetDimension;
  83431. /**
  83432. * @hidden
  83433. * @param faceIndex face index to bind to if this is a cubetexture
  83434. */
  83435. _bindFrameBuffer(faceIndex?: number): void;
  83436. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83437. private renderToTarget;
  83438. /**
  83439. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83440. * This allowed control for front to back rendering or reversly depending of the special needs.
  83441. *
  83442. * @param renderingGroupId The rendering group id corresponding to its index
  83443. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83444. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83445. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83446. */
  83447. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  83448. /**
  83449. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83450. *
  83451. * @param renderingGroupId The rendering group id corresponding to its index
  83452. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83453. */
  83454. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83455. /**
  83456. * Clones the texture.
  83457. * @returns the cloned texture
  83458. */
  83459. clone(): RenderTargetTexture;
  83460. /**
  83461. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83462. * @returns The JSON representation of the texture
  83463. */
  83464. serialize(): any;
  83465. /**
  83466. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83467. */
  83468. disposeFramebufferObjects(): void;
  83469. /**
  83470. * Dispose the texture and release its associated resources.
  83471. */
  83472. dispose(): void;
  83473. /** @hidden */
  83474. _rebuild(): void;
  83475. /**
  83476. * Clear the info related to rendering groups preventing retention point in material dispose.
  83477. */
  83478. freeRenderingGroups(): void;
  83479. /**
  83480. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83481. * @returns the view count
  83482. */
  83483. getViewCount(): number;
  83484. }
  83485. }
  83486. declare module BABYLON {
  83487. /**
  83488. * Base class for the main features of a material in Babylon.js
  83489. */
  83490. export class Material implements IAnimatable {
  83491. /**
  83492. * Returns the triangle fill mode
  83493. */
  83494. static readonly TriangleFillMode: number;
  83495. /**
  83496. * Returns the wireframe mode
  83497. */
  83498. static readonly WireFrameFillMode: number;
  83499. /**
  83500. * Returns the point fill mode
  83501. */
  83502. static readonly PointFillMode: number;
  83503. /**
  83504. * Returns the point list draw mode
  83505. */
  83506. static readonly PointListDrawMode: number;
  83507. /**
  83508. * Returns the line list draw mode
  83509. */
  83510. static readonly LineListDrawMode: number;
  83511. /**
  83512. * Returns the line loop draw mode
  83513. */
  83514. static readonly LineLoopDrawMode: number;
  83515. /**
  83516. * Returns the line strip draw mode
  83517. */
  83518. static readonly LineStripDrawMode: number;
  83519. /**
  83520. * Returns the triangle strip draw mode
  83521. */
  83522. static readonly TriangleStripDrawMode: number;
  83523. /**
  83524. * Returns the triangle fan draw mode
  83525. */
  83526. static readonly TriangleFanDrawMode: number;
  83527. /**
  83528. * Stores the clock-wise side orientation
  83529. */
  83530. static readonly ClockWiseSideOrientation: number;
  83531. /**
  83532. * Stores the counter clock-wise side orientation
  83533. */
  83534. static readonly CounterClockWiseSideOrientation: number;
  83535. /**
  83536. * The dirty texture flag value
  83537. */
  83538. static readonly TextureDirtyFlag: number;
  83539. /**
  83540. * The dirty light flag value
  83541. */
  83542. static readonly LightDirtyFlag: number;
  83543. /**
  83544. * The dirty fresnel flag value
  83545. */
  83546. static readonly FresnelDirtyFlag: number;
  83547. /**
  83548. * The dirty attribute flag value
  83549. */
  83550. static readonly AttributesDirtyFlag: number;
  83551. /**
  83552. * The dirty misc flag value
  83553. */
  83554. static readonly MiscDirtyFlag: number;
  83555. /**
  83556. * The all dirty flag value
  83557. */
  83558. static readonly AllDirtyFlag: number;
  83559. /**
  83560. * The ID of the material
  83561. */
  83562. id: string;
  83563. /**
  83564. * Gets or sets the unique id of the material
  83565. */
  83566. uniqueId: number;
  83567. /**
  83568. * The name of the material
  83569. */
  83570. name: string;
  83571. /**
  83572. * Gets or sets user defined metadata
  83573. */
  83574. metadata: any;
  83575. /**
  83576. * For internal use only. Please do not use.
  83577. */
  83578. reservedDataStore: any;
  83579. /**
  83580. * Specifies if the ready state should be checked on each call
  83581. */
  83582. checkReadyOnEveryCall: boolean;
  83583. /**
  83584. * Specifies if the ready state should be checked once
  83585. */
  83586. checkReadyOnlyOnce: boolean;
  83587. /**
  83588. * The state of the material
  83589. */
  83590. state: string;
  83591. /**
  83592. * The alpha value of the material
  83593. */
  83594. protected _alpha: number;
  83595. /**
  83596. * List of inspectable custom properties (used by the Inspector)
  83597. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83598. */
  83599. inspectableCustomProperties: IInspectable[];
  83600. /**
  83601. * Sets the alpha value of the material
  83602. */
  83603. /**
  83604. * Gets the alpha value of the material
  83605. */
  83606. alpha: number;
  83607. /**
  83608. * Specifies if back face culling is enabled
  83609. */
  83610. protected _backFaceCulling: boolean;
  83611. /**
  83612. * Sets the back-face culling state
  83613. */
  83614. /**
  83615. * Gets the back-face culling state
  83616. */
  83617. backFaceCulling: boolean;
  83618. /**
  83619. * Stores the value for side orientation
  83620. */
  83621. sideOrientation: number;
  83622. /**
  83623. * Callback triggered when the material is compiled
  83624. */
  83625. onCompiled: Nullable<(effect: Effect) => void>;
  83626. /**
  83627. * Callback triggered when an error occurs
  83628. */
  83629. onError: Nullable<(effect: Effect, errors: string) => void>;
  83630. /**
  83631. * Callback triggered to get the render target textures
  83632. */
  83633. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83634. /**
  83635. * Gets a boolean indicating that current material needs to register RTT
  83636. */
  83637. readonly hasRenderTargetTextures: boolean;
  83638. /**
  83639. * Specifies if the material should be serialized
  83640. */
  83641. doNotSerialize: boolean;
  83642. /**
  83643. * @hidden
  83644. */
  83645. _storeEffectOnSubMeshes: boolean;
  83646. /**
  83647. * Stores the animations for the material
  83648. */
  83649. animations: Nullable<Array<Animation>>;
  83650. /**
  83651. * An event triggered when the material is disposed
  83652. */
  83653. onDisposeObservable: Observable<Material>;
  83654. /**
  83655. * An observer which watches for dispose events
  83656. */
  83657. private _onDisposeObserver;
  83658. private _onUnBindObservable;
  83659. /**
  83660. * Called during a dispose event
  83661. */
  83662. onDispose: () => void;
  83663. private _onBindObservable;
  83664. /**
  83665. * An event triggered when the material is bound
  83666. */
  83667. readonly onBindObservable: Observable<AbstractMesh>;
  83668. /**
  83669. * An observer which watches for bind events
  83670. */
  83671. private _onBindObserver;
  83672. /**
  83673. * Called during a bind event
  83674. */
  83675. onBind: (Mesh: AbstractMesh) => void;
  83676. /**
  83677. * An event triggered when the material is unbound
  83678. */
  83679. readonly onUnBindObservable: Observable<Material>;
  83680. /**
  83681. * Stores the value of the alpha mode
  83682. */
  83683. private _alphaMode;
  83684. /**
  83685. * Sets the value of the alpha mode.
  83686. *
  83687. * | Value | Type | Description |
  83688. * | --- | --- | --- |
  83689. * | 0 | ALPHA_DISABLE | |
  83690. * | 1 | ALPHA_ADD | |
  83691. * | 2 | ALPHA_COMBINE | |
  83692. * | 3 | ALPHA_SUBTRACT | |
  83693. * | 4 | ALPHA_MULTIPLY | |
  83694. * | 5 | ALPHA_MAXIMIZED | |
  83695. * | 6 | ALPHA_ONEONE | |
  83696. * | 7 | ALPHA_PREMULTIPLIED | |
  83697. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83698. * | 9 | ALPHA_INTERPOLATE | |
  83699. * | 10 | ALPHA_SCREENMODE | |
  83700. *
  83701. */
  83702. /**
  83703. * Gets the value of the alpha mode
  83704. */
  83705. alphaMode: number;
  83706. /**
  83707. * Stores the state of the need depth pre-pass value
  83708. */
  83709. private _needDepthPrePass;
  83710. /**
  83711. * Sets the need depth pre-pass value
  83712. */
  83713. /**
  83714. * Gets the depth pre-pass value
  83715. */
  83716. needDepthPrePass: boolean;
  83717. /**
  83718. * Specifies if depth writing should be disabled
  83719. */
  83720. disableDepthWrite: boolean;
  83721. /**
  83722. * Specifies if depth writing should be forced
  83723. */
  83724. forceDepthWrite: boolean;
  83725. /**
  83726. * Specifies if there should be a separate pass for culling
  83727. */
  83728. separateCullingPass: boolean;
  83729. /**
  83730. * Stores the state specifing if fog should be enabled
  83731. */
  83732. private _fogEnabled;
  83733. /**
  83734. * Sets the state for enabling fog
  83735. */
  83736. /**
  83737. * Gets the value of the fog enabled state
  83738. */
  83739. fogEnabled: boolean;
  83740. /**
  83741. * Stores the size of points
  83742. */
  83743. pointSize: number;
  83744. /**
  83745. * Stores the z offset value
  83746. */
  83747. zOffset: number;
  83748. /**
  83749. * Gets a value specifying if wireframe mode is enabled
  83750. */
  83751. /**
  83752. * Sets the state of wireframe mode
  83753. */
  83754. wireframe: boolean;
  83755. /**
  83756. * Gets the value specifying if point clouds are enabled
  83757. */
  83758. /**
  83759. * Sets the state of point cloud mode
  83760. */
  83761. pointsCloud: boolean;
  83762. /**
  83763. * Gets the material fill mode
  83764. */
  83765. /**
  83766. * Sets the material fill mode
  83767. */
  83768. fillMode: number;
  83769. /**
  83770. * @hidden
  83771. * Stores the effects for the material
  83772. */
  83773. _effect: Nullable<Effect>;
  83774. /**
  83775. * @hidden
  83776. * Specifies if the material was previously ready
  83777. */
  83778. _wasPreviouslyReady: boolean;
  83779. /**
  83780. * Specifies if uniform buffers should be used
  83781. */
  83782. private _useUBO;
  83783. /**
  83784. * Stores a reference to the scene
  83785. */
  83786. private _scene;
  83787. /**
  83788. * Stores the fill mode state
  83789. */
  83790. private _fillMode;
  83791. /**
  83792. * Specifies if the depth write state should be cached
  83793. */
  83794. private _cachedDepthWriteState;
  83795. /**
  83796. * Stores the uniform buffer
  83797. */
  83798. protected _uniformBuffer: UniformBuffer;
  83799. /** @hidden */
  83800. _indexInSceneMaterialArray: number;
  83801. /** @hidden */
  83802. meshMap: Nullable<{
  83803. [id: string]: AbstractMesh | undefined;
  83804. }>;
  83805. /**
  83806. * Creates a material instance
  83807. * @param name defines the name of the material
  83808. * @param scene defines the scene to reference
  83809. * @param doNotAdd specifies if the material should be added to the scene
  83810. */
  83811. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  83812. /**
  83813. * Returns a string representation of the current material
  83814. * @param fullDetails defines a boolean indicating which levels of logging is desired
  83815. * @returns a string with material information
  83816. */
  83817. toString(fullDetails?: boolean): string;
  83818. /**
  83819. * Gets the class name of the material
  83820. * @returns a string with the class name of the material
  83821. */
  83822. getClassName(): string;
  83823. /**
  83824. * Specifies if updates for the material been locked
  83825. */
  83826. readonly isFrozen: boolean;
  83827. /**
  83828. * Locks updates for the material
  83829. */
  83830. freeze(): void;
  83831. /**
  83832. * Unlocks updates for the material
  83833. */
  83834. unfreeze(): void;
  83835. /**
  83836. * Specifies if the material is ready to be used
  83837. * @param mesh defines the mesh to check
  83838. * @param useInstances specifies if instances should be used
  83839. * @returns a boolean indicating if the material is ready to be used
  83840. */
  83841. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83842. /**
  83843. * Specifies that the submesh is ready to be used
  83844. * @param mesh defines the mesh to check
  83845. * @param subMesh defines which submesh to check
  83846. * @param useInstances specifies that instances should be used
  83847. * @returns a boolean indicating that the submesh is ready or not
  83848. */
  83849. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83850. /**
  83851. * Returns the material effect
  83852. * @returns the effect associated with the material
  83853. */
  83854. getEffect(): Nullable<Effect>;
  83855. /**
  83856. * Returns the current scene
  83857. * @returns a Scene
  83858. */
  83859. getScene(): Scene;
  83860. /**
  83861. * Specifies if the material will require alpha blending
  83862. * @returns a boolean specifying if alpha blending is needed
  83863. */
  83864. needAlphaBlending(): boolean;
  83865. /**
  83866. * Specifies if the mesh will require alpha blending
  83867. * @param mesh defines the mesh to check
  83868. * @returns a boolean specifying if alpha blending is needed for the mesh
  83869. */
  83870. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  83871. /**
  83872. * Specifies if this material should be rendered in alpha test mode
  83873. * @returns a boolean specifying if an alpha test is needed.
  83874. */
  83875. needAlphaTesting(): boolean;
  83876. /**
  83877. * Gets the texture used for the alpha test
  83878. * @returns the texture to use for alpha testing
  83879. */
  83880. getAlphaTestTexture(): Nullable<BaseTexture>;
  83881. /**
  83882. * Marks the material to indicate that it needs to be re-calculated
  83883. */
  83884. markDirty(): void;
  83885. /** @hidden */
  83886. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  83887. /**
  83888. * Binds the material to the mesh
  83889. * @param world defines the world transformation matrix
  83890. * @param mesh defines the mesh to bind the material to
  83891. */
  83892. bind(world: Matrix, mesh?: Mesh): void;
  83893. /**
  83894. * Binds the submesh to the material
  83895. * @param world defines the world transformation matrix
  83896. * @param mesh defines the mesh containing the submesh
  83897. * @param subMesh defines the submesh to bind the material to
  83898. */
  83899. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  83900. /**
  83901. * Binds the world matrix to the material
  83902. * @param world defines the world transformation matrix
  83903. */
  83904. bindOnlyWorldMatrix(world: Matrix): void;
  83905. /**
  83906. * Binds the scene's uniform buffer to the effect.
  83907. * @param effect defines the effect to bind to the scene uniform buffer
  83908. * @param sceneUbo defines the uniform buffer storing scene data
  83909. */
  83910. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  83911. /**
  83912. * Binds the view matrix to the effect
  83913. * @param effect defines the effect to bind the view matrix to
  83914. */
  83915. bindView(effect: Effect): void;
  83916. /**
  83917. * Binds the view projection matrix to the effect
  83918. * @param effect defines the effect to bind the view projection matrix to
  83919. */
  83920. bindViewProjection(effect: Effect): void;
  83921. /**
  83922. * Specifies if material alpha testing should be turned on for the mesh
  83923. * @param mesh defines the mesh to check
  83924. */
  83925. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  83926. /**
  83927. * Processes to execute after binding the material to a mesh
  83928. * @param mesh defines the rendered mesh
  83929. */
  83930. protected _afterBind(mesh?: Mesh): void;
  83931. /**
  83932. * Unbinds the material from the mesh
  83933. */
  83934. unbind(): void;
  83935. /**
  83936. * Gets the active textures from the material
  83937. * @returns an array of textures
  83938. */
  83939. getActiveTextures(): BaseTexture[];
  83940. /**
  83941. * Specifies if the material uses a texture
  83942. * @param texture defines the texture to check against the material
  83943. * @returns a boolean specifying if the material uses the texture
  83944. */
  83945. hasTexture(texture: BaseTexture): boolean;
  83946. /**
  83947. * Makes a duplicate of the material, and gives it a new name
  83948. * @param name defines the new name for the duplicated material
  83949. * @returns the cloned material
  83950. */
  83951. clone(name: string): Nullable<Material>;
  83952. /**
  83953. * Gets the meshes bound to the material
  83954. * @returns an array of meshes bound to the material
  83955. */
  83956. getBindedMeshes(): AbstractMesh[];
  83957. /**
  83958. * Force shader compilation
  83959. * @param mesh defines the mesh associated with this material
  83960. * @param onCompiled defines a function to execute once the material is compiled
  83961. * @param options defines the options to configure the compilation
  83962. */
  83963. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  83964. clipPlane: boolean;
  83965. }>): void;
  83966. /**
  83967. * Force shader compilation
  83968. * @param mesh defines the mesh that will use this material
  83969. * @param options defines additional options for compiling the shaders
  83970. * @returns a promise that resolves when the compilation completes
  83971. */
  83972. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  83973. clipPlane: boolean;
  83974. }>): Promise<void>;
  83975. private static readonly _AllDirtyCallBack;
  83976. private static readonly _ImageProcessingDirtyCallBack;
  83977. private static readonly _TextureDirtyCallBack;
  83978. private static readonly _FresnelDirtyCallBack;
  83979. private static readonly _MiscDirtyCallBack;
  83980. private static readonly _LightsDirtyCallBack;
  83981. private static readonly _AttributeDirtyCallBack;
  83982. private static _FresnelAndMiscDirtyCallBack;
  83983. private static _TextureAndMiscDirtyCallBack;
  83984. private static readonly _DirtyCallbackArray;
  83985. private static readonly _RunDirtyCallBacks;
  83986. /**
  83987. * Marks a define in the material to indicate that it needs to be re-computed
  83988. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  83989. */
  83990. markAsDirty(flag: number): void;
  83991. /**
  83992. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  83993. * @param func defines a function which checks material defines against the submeshes
  83994. */
  83995. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  83996. /**
  83997. * Indicates that we need to re-calculated for all submeshes
  83998. */
  83999. protected _markAllSubMeshesAsAllDirty(): void;
  84000. /**
  84001. * Indicates that image processing needs to be re-calculated for all submeshes
  84002. */
  84003. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84004. /**
  84005. * Indicates that textures need to be re-calculated for all submeshes
  84006. */
  84007. protected _markAllSubMeshesAsTexturesDirty(): void;
  84008. /**
  84009. * Indicates that fresnel needs to be re-calculated for all submeshes
  84010. */
  84011. protected _markAllSubMeshesAsFresnelDirty(): void;
  84012. /**
  84013. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84014. */
  84015. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84016. /**
  84017. * Indicates that lights need to be re-calculated for all submeshes
  84018. */
  84019. protected _markAllSubMeshesAsLightsDirty(): void;
  84020. /**
  84021. * Indicates that attributes need to be re-calculated for all submeshes
  84022. */
  84023. protected _markAllSubMeshesAsAttributesDirty(): void;
  84024. /**
  84025. * Indicates that misc needs to be re-calculated for all submeshes
  84026. */
  84027. protected _markAllSubMeshesAsMiscDirty(): void;
  84028. /**
  84029. * Indicates that textures and misc need to be re-calculated for all submeshes
  84030. */
  84031. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84032. /**
  84033. * Disposes the material
  84034. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84035. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84036. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84037. */
  84038. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84039. /** @hidden */
  84040. private releaseVertexArrayObject;
  84041. /**
  84042. * Serializes this material
  84043. * @returns the serialized material object
  84044. */
  84045. serialize(): any;
  84046. /**
  84047. * Creates a material from parsed material data
  84048. * @param parsedMaterial defines parsed material data
  84049. * @param scene defines the hosting scene
  84050. * @param rootUrl defines the root URL to use to load textures
  84051. * @returns a new material
  84052. */
  84053. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84054. }
  84055. }
  84056. declare module BABYLON {
  84057. /**
  84058. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84059. * separate meshes. This can be use to improve performances.
  84060. * @see http://doc.babylonjs.com/how_to/multi_materials
  84061. */
  84062. export class MultiMaterial extends Material {
  84063. private _subMaterials;
  84064. /**
  84065. * Gets or Sets the list of Materials used within the multi material.
  84066. * They need to be ordered according to the submeshes order in the associated mesh
  84067. */
  84068. subMaterials: Nullable<Material>[];
  84069. /**
  84070. * Function used to align with Node.getChildren()
  84071. * @returns the list of Materials used within the multi material
  84072. */
  84073. getChildren(): Nullable<Material>[];
  84074. /**
  84075. * Instantiates a new Multi Material
  84076. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84077. * separate meshes. This can be use to improve performances.
  84078. * @see http://doc.babylonjs.com/how_to/multi_materials
  84079. * @param name Define the name in the scene
  84080. * @param scene Define the scene the material belongs to
  84081. */
  84082. constructor(name: string, scene: Scene);
  84083. private _hookArray;
  84084. /**
  84085. * Get one of the submaterial by its index in the submaterials array
  84086. * @param index The index to look the sub material at
  84087. * @returns The Material if the index has been defined
  84088. */
  84089. getSubMaterial(index: number): Nullable<Material>;
  84090. /**
  84091. * Get the list of active textures for the whole sub materials list.
  84092. * @returns All the textures that will be used during the rendering
  84093. */
  84094. getActiveTextures(): BaseTexture[];
  84095. /**
  84096. * Gets the current class name of the material e.g. "MultiMaterial"
  84097. * Mainly use in serialization.
  84098. * @returns the class name
  84099. */
  84100. getClassName(): string;
  84101. /**
  84102. * Checks if the material is ready to render the requested sub mesh
  84103. * @param mesh Define the mesh the submesh belongs to
  84104. * @param subMesh Define the sub mesh to look readyness for
  84105. * @param useInstances Define whether or not the material is used with instances
  84106. * @returns true if ready, otherwise false
  84107. */
  84108. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84109. /**
  84110. * Clones the current material and its related sub materials
  84111. * @param name Define the name of the newly cloned material
  84112. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84113. * @returns the cloned material
  84114. */
  84115. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84116. /**
  84117. * Serializes the materials into a JSON representation.
  84118. * @returns the JSON representation
  84119. */
  84120. serialize(): any;
  84121. /**
  84122. * Dispose the material and release its associated resources
  84123. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  84124. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  84125. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  84126. */
  84127. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84128. /**
  84129. * Creates a MultiMaterial from parsed MultiMaterial data.
  84130. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84131. * @param scene defines the hosting scene
  84132. * @returns a new MultiMaterial
  84133. */
  84134. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84135. }
  84136. }
  84137. declare module BABYLON {
  84138. /**
  84139. * Base class for submeshes
  84140. */
  84141. export class BaseSubMesh {
  84142. /** @hidden */
  84143. _materialDefines: Nullable<MaterialDefines>;
  84144. /** @hidden */
  84145. _materialEffect: Nullable<Effect>;
  84146. /**
  84147. * Gets associated effect
  84148. */
  84149. readonly effect: Nullable<Effect>;
  84150. /**
  84151. * Sets associated effect (effect used to render this submesh)
  84152. * @param effect defines the effect to associate with
  84153. * @param defines defines the set of defines used to compile this effect
  84154. */
  84155. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84156. }
  84157. /**
  84158. * Defines a subdivision inside a mesh
  84159. */
  84160. export class SubMesh extends BaseSubMesh implements ICullable {
  84161. /** the material index to use */
  84162. materialIndex: number;
  84163. /** vertex index start */
  84164. verticesStart: number;
  84165. /** vertices count */
  84166. verticesCount: number;
  84167. /** index start */
  84168. indexStart: number;
  84169. /** indices count */
  84170. indexCount: number;
  84171. /** @hidden */
  84172. _linesIndexCount: number;
  84173. private _mesh;
  84174. private _renderingMesh;
  84175. private _boundingInfo;
  84176. private _linesIndexBuffer;
  84177. /** @hidden */
  84178. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84179. /** @hidden */
  84180. _trianglePlanes: Plane[];
  84181. /** @hidden */
  84182. _lastColliderTransformMatrix: Nullable<Matrix>;
  84183. /** @hidden */
  84184. _renderId: number;
  84185. /** @hidden */
  84186. _alphaIndex: number;
  84187. /** @hidden */
  84188. _distanceToCamera: number;
  84189. /** @hidden */
  84190. _id: number;
  84191. private _currentMaterial;
  84192. /**
  84193. * Add a new submesh to a mesh
  84194. * @param materialIndex defines the material index to use
  84195. * @param verticesStart defines vertex index start
  84196. * @param verticesCount defines vertices count
  84197. * @param indexStart defines index start
  84198. * @param indexCount defines indices count
  84199. * @param mesh defines the parent mesh
  84200. * @param renderingMesh defines an optional rendering mesh
  84201. * @param createBoundingBox defines if bounding box should be created for this submesh
  84202. * @returns the new submesh
  84203. */
  84204. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84205. /**
  84206. * Creates a new submesh
  84207. * @param materialIndex defines the material index to use
  84208. * @param verticesStart defines vertex index start
  84209. * @param verticesCount defines vertices count
  84210. * @param indexStart defines index start
  84211. * @param indexCount defines indices count
  84212. * @param mesh defines the parent mesh
  84213. * @param renderingMesh defines an optional rendering mesh
  84214. * @param createBoundingBox defines if bounding box should be created for this submesh
  84215. */
  84216. constructor(
  84217. /** the material index to use */
  84218. materialIndex: number,
  84219. /** vertex index start */
  84220. verticesStart: number,
  84221. /** vertices count */
  84222. verticesCount: number,
  84223. /** index start */
  84224. indexStart: number,
  84225. /** indices count */
  84226. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84227. /**
  84228. * Returns true if this submesh covers the entire parent mesh
  84229. * @ignorenaming
  84230. */
  84231. readonly IsGlobal: boolean;
  84232. /**
  84233. * Returns the submesh BoudingInfo object
  84234. * @returns current bounding info (or mesh's one if the submesh is global)
  84235. */
  84236. getBoundingInfo(): BoundingInfo;
  84237. /**
  84238. * Sets the submesh BoundingInfo
  84239. * @param boundingInfo defines the new bounding info to use
  84240. * @returns the SubMesh
  84241. */
  84242. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84243. /**
  84244. * Returns the mesh of the current submesh
  84245. * @return the parent mesh
  84246. */
  84247. getMesh(): AbstractMesh;
  84248. /**
  84249. * Returns the rendering mesh of the submesh
  84250. * @returns the rendering mesh (could be different from parent mesh)
  84251. */
  84252. getRenderingMesh(): Mesh;
  84253. /**
  84254. * Returns the submesh material
  84255. * @returns null or the current material
  84256. */
  84257. getMaterial(): Nullable<Material>;
  84258. /**
  84259. * Sets a new updated BoundingInfo object to the submesh
  84260. * @param data defines an optional position array to use to determine the bounding info
  84261. * @returns the SubMesh
  84262. */
  84263. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84264. /** @hidden */
  84265. _checkCollision(collider: Collider): boolean;
  84266. /**
  84267. * Updates the submesh BoundingInfo
  84268. * @param world defines the world matrix to use to update the bounding info
  84269. * @returns the submesh
  84270. */
  84271. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84272. /**
  84273. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84274. * @param frustumPlanes defines the frustum planes
  84275. * @returns true if the submesh is intersecting with the frustum
  84276. */
  84277. isInFrustum(frustumPlanes: Plane[]): boolean;
  84278. /**
  84279. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84280. * @param frustumPlanes defines the frustum planes
  84281. * @returns true if the submesh is inside the frustum
  84282. */
  84283. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84284. /**
  84285. * Renders the submesh
  84286. * @param enableAlphaMode defines if alpha needs to be used
  84287. * @returns the submesh
  84288. */
  84289. render(enableAlphaMode: boolean): SubMesh;
  84290. /**
  84291. * @hidden
  84292. */
  84293. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84294. /**
  84295. * Checks if the submesh intersects with a ray
  84296. * @param ray defines the ray to test
  84297. * @returns true is the passed ray intersects the submesh bounding box
  84298. */
  84299. canIntersects(ray: Ray): boolean;
  84300. /**
  84301. * Intersects current submesh with a ray
  84302. * @param ray defines the ray to test
  84303. * @param positions defines mesh's positions array
  84304. * @param indices defines mesh's indices array
  84305. * @param fastCheck defines if only bounding info should be used
  84306. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84307. * @returns intersection info or null if no intersection
  84308. */
  84309. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84310. /** @hidden */
  84311. private _intersectLines;
  84312. /** @hidden */
  84313. private _intersectUnIndexedLines;
  84314. /** @hidden */
  84315. private _intersectTriangles;
  84316. /** @hidden */
  84317. private _intersectUnIndexedTriangles;
  84318. /** @hidden */
  84319. _rebuild(): void;
  84320. /**
  84321. * Creates a new submesh from the passed mesh
  84322. * @param newMesh defines the new hosting mesh
  84323. * @param newRenderingMesh defines an optional rendering mesh
  84324. * @returns the new submesh
  84325. */
  84326. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84327. /**
  84328. * Release associated resources
  84329. */
  84330. dispose(): void;
  84331. /**
  84332. * Gets the class name
  84333. * @returns the string "SubMesh".
  84334. */
  84335. getClassName(): string;
  84336. /**
  84337. * Creates a new submesh from indices data
  84338. * @param materialIndex the index of the main mesh material
  84339. * @param startIndex the index where to start the copy in the mesh indices array
  84340. * @param indexCount the number of indices to copy then from the startIndex
  84341. * @param mesh the main mesh to create the submesh from
  84342. * @param renderingMesh the optional rendering mesh
  84343. * @returns a new submesh
  84344. */
  84345. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84346. }
  84347. }
  84348. declare module BABYLON {
  84349. /**
  84350. * Class used to represent data loading progression
  84351. */
  84352. export class SceneLoaderFlags {
  84353. private static _ForceFullSceneLoadingForIncremental;
  84354. private static _ShowLoadingScreen;
  84355. private static _CleanBoneMatrixWeights;
  84356. private static _loggingLevel;
  84357. /**
  84358. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84359. */
  84360. static ForceFullSceneLoadingForIncremental: boolean;
  84361. /**
  84362. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84363. */
  84364. static ShowLoadingScreen: boolean;
  84365. /**
  84366. * Defines the current logging level (while loading the scene)
  84367. * @ignorenaming
  84368. */
  84369. static loggingLevel: number;
  84370. /**
  84371. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84372. */
  84373. static CleanBoneMatrixWeights: boolean;
  84374. }
  84375. }
  84376. declare module BABYLON {
  84377. /**
  84378. * Class used to store geometry data (vertex buffers + index buffer)
  84379. */
  84380. export class Geometry implements IGetSetVerticesData {
  84381. /**
  84382. * Gets or sets the ID of the geometry
  84383. */
  84384. id: string;
  84385. /**
  84386. * Gets or sets the unique ID of the geometry
  84387. */
  84388. uniqueId: number;
  84389. /**
  84390. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84391. */
  84392. delayLoadState: number;
  84393. /**
  84394. * Gets the file containing the data to load when running in delay load state
  84395. */
  84396. delayLoadingFile: Nullable<string>;
  84397. /**
  84398. * Callback called when the geometry is updated
  84399. */
  84400. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84401. private _scene;
  84402. private _engine;
  84403. private _meshes;
  84404. private _totalVertices;
  84405. /** @hidden */
  84406. _indices: IndicesArray;
  84407. /** @hidden */
  84408. _vertexBuffers: {
  84409. [key: string]: VertexBuffer;
  84410. };
  84411. private _isDisposed;
  84412. private _extend;
  84413. private _boundingBias;
  84414. /** @hidden */
  84415. _delayInfo: Array<string>;
  84416. private _indexBuffer;
  84417. private _indexBufferIsUpdatable;
  84418. /** @hidden */
  84419. _boundingInfo: Nullable<BoundingInfo>;
  84420. /** @hidden */
  84421. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84422. /** @hidden */
  84423. _softwareSkinningFrameId: number;
  84424. private _vertexArrayObjects;
  84425. private _updatable;
  84426. /** @hidden */
  84427. _positions: Nullable<Vector3[]>;
  84428. /**
  84429. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  84430. */
  84431. /**
  84432. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  84433. */
  84434. boundingBias: Vector2;
  84435. /**
  84436. * Static function used to attach a new empty geometry to a mesh
  84437. * @param mesh defines the mesh to attach the geometry to
  84438. * @returns the new Geometry
  84439. */
  84440. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84441. /**
  84442. * Creates a new geometry
  84443. * @param id defines the unique ID
  84444. * @param scene defines the hosting scene
  84445. * @param vertexData defines the VertexData used to get geometry data
  84446. * @param updatable defines if geometry must be updatable (false by default)
  84447. * @param mesh defines the mesh that will be associated with the geometry
  84448. */
  84449. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84450. /**
  84451. * Gets the current extend of the geometry
  84452. */
  84453. readonly extend: {
  84454. minimum: Vector3;
  84455. maximum: Vector3;
  84456. };
  84457. /**
  84458. * Gets the hosting scene
  84459. * @returns the hosting Scene
  84460. */
  84461. getScene(): Scene;
  84462. /**
  84463. * Gets the hosting engine
  84464. * @returns the hosting Engine
  84465. */
  84466. getEngine(): Engine;
  84467. /**
  84468. * Defines if the geometry is ready to use
  84469. * @returns true if the geometry is ready to be used
  84470. */
  84471. isReady(): boolean;
  84472. /**
  84473. * Gets a value indicating that the geometry should not be serialized
  84474. */
  84475. readonly doNotSerialize: boolean;
  84476. /** @hidden */
  84477. _rebuild(): void;
  84478. /**
  84479. * Affects all geometry data in one call
  84480. * @param vertexData defines the geometry data
  84481. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84482. */
  84483. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84484. /**
  84485. * Set specific vertex data
  84486. * @param kind defines the data kind (Position, normal, etc...)
  84487. * @param data defines the vertex data to use
  84488. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84489. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84490. */
  84491. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84492. /**
  84493. * Removes a specific vertex data
  84494. * @param kind defines the data kind (Position, normal, etc...)
  84495. */
  84496. removeVerticesData(kind: string): void;
  84497. /**
  84498. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84499. * @param buffer defines the vertex buffer to use
  84500. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84501. */
  84502. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84503. /**
  84504. * Update a specific vertex buffer
  84505. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84506. * It will do nothing if the buffer is not updatable
  84507. * @param kind defines the data kind (Position, normal, etc...)
  84508. * @param data defines the data to use
  84509. * @param offset defines the offset in the target buffer where to store the data
  84510. * @param useBytes set to true if the offset is in bytes
  84511. */
  84512. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84513. /**
  84514. * Update a specific vertex buffer
  84515. * This function will create a new buffer if the current one is not updatable
  84516. * @param kind defines the data kind (Position, normal, etc...)
  84517. * @param data defines the data to use
  84518. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84519. */
  84520. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84521. private _updateBoundingInfo;
  84522. /** @hidden */
  84523. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84524. /**
  84525. * Gets total number of vertices
  84526. * @returns the total number of vertices
  84527. */
  84528. getTotalVertices(): number;
  84529. /**
  84530. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84531. * @param kind defines the data kind (Position, normal, etc...)
  84532. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84533. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84534. * @returns a float array containing vertex data
  84535. */
  84536. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84537. /**
  84538. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84539. * @param kind defines the data kind (Position, normal, etc...)
  84540. * @returns true if the vertex buffer with the specified kind is updatable
  84541. */
  84542. isVertexBufferUpdatable(kind: string): boolean;
  84543. /**
  84544. * Gets a specific vertex buffer
  84545. * @param kind defines the data kind (Position, normal, etc...)
  84546. * @returns a VertexBuffer
  84547. */
  84548. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84549. /**
  84550. * Returns all vertex buffers
  84551. * @return an object holding all vertex buffers indexed by kind
  84552. */
  84553. getVertexBuffers(): Nullable<{
  84554. [key: string]: VertexBuffer;
  84555. }>;
  84556. /**
  84557. * Gets a boolean indicating if specific vertex buffer is present
  84558. * @param kind defines the data kind (Position, normal, etc...)
  84559. * @returns true if data is present
  84560. */
  84561. isVerticesDataPresent(kind: string): boolean;
  84562. /**
  84563. * Gets a list of all attached data kinds (Position, normal, etc...)
  84564. * @returns a list of string containing all kinds
  84565. */
  84566. getVerticesDataKinds(): string[];
  84567. /**
  84568. * Update index buffer
  84569. * @param indices defines the indices to store in the index buffer
  84570. * @param offset defines the offset in the target buffer where to store the data
  84571. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  84572. */
  84573. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84574. /**
  84575. * Creates a new index buffer
  84576. * @param indices defines the indices to store in the index buffer
  84577. * @param totalVertices defines the total number of vertices (could be null)
  84578. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84579. */
  84580. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84581. /**
  84582. * Return the total number of indices
  84583. * @returns the total number of indices
  84584. */
  84585. getTotalIndices(): number;
  84586. /**
  84587. * Gets the index buffer array
  84588. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84589. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84590. * @returns the index buffer array
  84591. */
  84592. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84593. /**
  84594. * Gets the index buffer
  84595. * @return the index buffer
  84596. */
  84597. getIndexBuffer(): Nullable<DataBuffer>;
  84598. /** @hidden */
  84599. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84600. /**
  84601. * Release the associated resources for a specific mesh
  84602. * @param mesh defines the source mesh
  84603. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84604. */
  84605. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84606. /**
  84607. * Apply current geometry to a given mesh
  84608. * @param mesh defines the mesh to apply geometry to
  84609. */
  84610. applyToMesh(mesh: Mesh): void;
  84611. private _updateExtend;
  84612. private _applyToMesh;
  84613. private notifyUpdate;
  84614. /**
  84615. * Load the geometry if it was flagged as delay loaded
  84616. * @param scene defines the hosting scene
  84617. * @param onLoaded defines a callback called when the geometry is loaded
  84618. */
  84619. load(scene: Scene, onLoaded?: () => void): void;
  84620. private _queueLoad;
  84621. /**
  84622. * Invert the geometry to move from a right handed system to a left handed one.
  84623. */
  84624. toLeftHanded(): void;
  84625. /** @hidden */
  84626. _resetPointsArrayCache(): void;
  84627. /** @hidden */
  84628. _generatePointsArray(): boolean;
  84629. /**
  84630. * Gets a value indicating if the geometry is disposed
  84631. * @returns true if the geometry was disposed
  84632. */
  84633. isDisposed(): boolean;
  84634. private _disposeVertexArrayObjects;
  84635. /**
  84636. * Free all associated resources
  84637. */
  84638. dispose(): void;
  84639. /**
  84640. * Clone the current geometry into a new geometry
  84641. * @param id defines the unique ID of the new geometry
  84642. * @returns a new geometry object
  84643. */
  84644. copy(id: string): Geometry;
  84645. /**
  84646. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84647. * @return a JSON representation of the current geometry data (without the vertices data)
  84648. */
  84649. serialize(): any;
  84650. private toNumberArray;
  84651. /**
  84652. * Serialize all vertices data into a JSON oject
  84653. * @returns a JSON representation of the current geometry data
  84654. */
  84655. serializeVerticeData(): any;
  84656. /**
  84657. * Extracts a clone of a mesh geometry
  84658. * @param mesh defines the source mesh
  84659. * @param id defines the unique ID of the new geometry object
  84660. * @returns the new geometry object
  84661. */
  84662. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84663. /**
  84664. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84665. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84666. * Be aware Math.random() could cause collisions, but:
  84667. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  84668. * @returns a string containing a new GUID
  84669. */
  84670. static RandomId(): string;
  84671. /** @hidden */
  84672. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84673. private static _CleanMatricesWeights;
  84674. /**
  84675. * Create a new geometry from persisted data (Using .babylon file format)
  84676. * @param parsedVertexData defines the persisted data
  84677. * @param scene defines the hosting scene
  84678. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84679. * @returns the new geometry object
  84680. */
  84681. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84682. }
  84683. }
  84684. declare module BABYLON {
  84685. /**
  84686. * Define an interface for all classes that will get and set the data on vertices
  84687. */
  84688. export interface IGetSetVerticesData {
  84689. /**
  84690. * Gets a boolean indicating if specific vertex data is present
  84691. * @param kind defines the vertex data kind to use
  84692. * @returns true is data kind is present
  84693. */
  84694. isVerticesDataPresent(kind: string): boolean;
  84695. /**
  84696. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84697. * @param kind defines the data kind (Position, normal, etc...)
  84698. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84699. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84700. * @returns a float array containing vertex data
  84701. */
  84702. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84703. /**
  84704. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84705. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  84706. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84707. * @returns the indices array or an empty array if the mesh has no geometry
  84708. */
  84709. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84710. /**
  84711. * Set specific vertex data
  84712. * @param kind defines the data kind (Position, normal, etc...)
  84713. * @param data defines the vertex data to use
  84714. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84715. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84716. */
  84717. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84718. /**
  84719. * Update a specific associated vertex buffer
  84720. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84721. * - VertexBuffer.PositionKind
  84722. * - VertexBuffer.UVKind
  84723. * - VertexBuffer.UV2Kind
  84724. * - VertexBuffer.UV3Kind
  84725. * - VertexBuffer.UV4Kind
  84726. * - VertexBuffer.UV5Kind
  84727. * - VertexBuffer.UV6Kind
  84728. * - VertexBuffer.ColorKind
  84729. * - VertexBuffer.MatricesIndicesKind
  84730. * - VertexBuffer.MatricesIndicesExtraKind
  84731. * - VertexBuffer.MatricesWeightsKind
  84732. * - VertexBuffer.MatricesWeightsExtraKind
  84733. * @param data defines the data source
  84734. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84735. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  84736. */
  84737. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84738. /**
  84739. * Creates a new index buffer
  84740. * @param indices defines the indices to store in the index buffer
  84741. * @param totalVertices defines the total number of vertices (could be null)
  84742. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84743. */
  84744. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  84745. }
  84746. /**
  84747. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  84748. */
  84749. export class VertexData {
  84750. /**
  84751. * Mesh side orientation : usually the external or front surface
  84752. */
  84753. static readonly FRONTSIDE: number;
  84754. /**
  84755. * Mesh side orientation : usually the internal or back surface
  84756. */
  84757. static readonly BACKSIDE: number;
  84758. /**
  84759. * Mesh side orientation : both internal and external or front and back surfaces
  84760. */
  84761. static readonly DOUBLESIDE: number;
  84762. /**
  84763. * Mesh side orientation : by default, `FRONTSIDE`
  84764. */
  84765. static readonly DEFAULTSIDE: number;
  84766. /**
  84767. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  84768. */
  84769. positions: Nullable<FloatArray>;
  84770. /**
  84771. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  84772. */
  84773. normals: Nullable<FloatArray>;
  84774. /**
  84775. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  84776. */
  84777. tangents: Nullable<FloatArray>;
  84778. /**
  84779. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84780. */
  84781. uvs: Nullable<FloatArray>;
  84782. /**
  84783. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84784. */
  84785. uvs2: Nullable<FloatArray>;
  84786. /**
  84787. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84788. */
  84789. uvs3: Nullable<FloatArray>;
  84790. /**
  84791. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84792. */
  84793. uvs4: Nullable<FloatArray>;
  84794. /**
  84795. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84796. */
  84797. uvs5: Nullable<FloatArray>;
  84798. /**
  84799. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  84800. */
  84801. uvs6: Nullable<FloatArray>;
  84802. /**
  84803. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  84804. */
  84805. colors: Nullable<FloatArray>;
  84806. /**
  84807. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  84808. */
  84809. matricesIndices: Nullable<FloatArray>;
  84810. /**
  84811. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  84812. */
  84813. matricesWeights: Nullable<FloatArray>;
  84814. /**
  84815. * An array extending the number of possible indices
  84816. */
  84817. matricesIndicesExtra: Nullable<FloatArray>;
  84818. /**
  84819. * An array extending the number of possible weights when the number of indices is extended
  84820. */
  84821. matricesWeightsExtra: Nullable<FloatArray>;
  84822. /**
  84823. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  84824. */
  84825. indices: Nullable<IndicesArray>;
  84826. /**
  84827. * Uses the passed data array to set the set the values for the specified kind of data
  84828. * @param data a linear array of floating numbers
  84829. * @param kind the type of data that is being set, eg positions, colors etc
  84830. */
  84831. set(data: FloatArray, kind: string): void;
  84832. /**
  84833. * Associates the vertexData to the passed Mesh.
  84834. * Sets it as updatable or not (default `false`)
  84835. * @param mesh the mesh the vertexData is applied to
  84836. * @param updatable when used and having the value true allows new data to update the vertexData
  84837. * @returns the VertexData
  84838. */
  84839. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  84840. /**
  84841. * Associates the vertexData to the passed Geometry.
  84842. * Sets it as updatable or not (default `false`)
  84843. * @param geometry the geometry the vertexData is applied to
  84844. * @param updatable when used and having the value true allows new data to update the vertexData
  84845. * @returns VertexData
  84846. */
  84847. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  84848. /**
  84849. * Updates the associated mesh
  84850. * @param mesh the mesh to be updated
  84851. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84852. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  84853. * @returns VertexData
  84854. */
  84855. updateMesh(mesh: Mesh): VertexData;
  84856. /**
  84857. * Updates the associated geometry
  84858. * @param geometry the geometry to be updated
  84859. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  84860. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  84861. * @returns VertexData.
  84862. */
  84863. updateGeometry(geometry: Geometry): VertexData;
  84864. private _applyTo;
  84865. private _update;
  84866. /**
  84867. * Transforms each position and each normal of the vertexData according to the passed Matrix
  84868. * @param matrix the transforming matrix
  84869. * @returns the VertexData
  84870. */
  84871. transform(matrix: Matrix): VertexData;
  84872. /**
  84873. * Merges the passed VertexData into the current one
  84874. * @param other the VertexData to be merged into the current one
  84875. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  84876. * @returns the modified VertexData
  84877. */
  84878. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  84879. private _mergeElement;
  84880. private _validate;
  84881. /**
  84882. * Serializes the VertexData
  84883. * @returns a serialized object
  84884. */
  84885. serialize(): any;
  84886. /**
  84887. * Extracts the vertexData from a mesh
  84888. * @param mesh the mesh from which to extract the VertexData
  84889. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  84890. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84891. * @returns the object VertexData associated to the passed mesh
  84892. */
  84893. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84894. /**
  84895. * Extracts the vertexData from the geometry
  84896. * @param geometry the geometry from which to extract the VertexData
  84897. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  84898. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  84899. * @returns the object VertexData associated to the passed mesh
  84900. */
  84901. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  84902. private static _ExtractFrom;
  84903. /**
  84904. * Creates the VertexData for a Ribbon
  84905. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  84906. * * pathArray array of paths, each of which an array of successive Vector3
  84907. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  84908. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  84909. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  84910. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84911. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  84912. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  84913. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  84914. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  84915. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  84916. * @returns the VertexData of the ribbon
  84917. */
  84918. static CreateRibbon(options: {
  84919. pathArray: Vector3[][];
  84920. closeArray?: boolean;
  84921. closePath?: boolean;
  84922. offset?: number;
  84923. sideOrientation?: number;
  84924. frontUVs?: Vector4;
  84925. backUVs?: Vector4;
  84926. invertUV?: boolean;
  84927. uvs?: Vector2[];
  84928. colors?: Color4[];
  84929. }): VertexData;
  84930. /**
  84931. * Creates the VertexData for a box
  84932. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84933. * * size sets the width, height and depth of the box to the value of size, optional default 1
  84934. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  84935. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  84936. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  84937. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84938. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84939. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84940. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  84941. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  84942. * @returns the VertexData of the box
  84943. */
  84944. static CreateBox(options: {
  84945. size?: number;
  84946. width?: number;
  84947. height?: number;
  84948. depth?: number;
  84949. faceUV?: Vector4[];
  84950. faceColors?: Color4[];
  84951. sideOrientation?: number;
  84952. frontUVs?: Vector4;
  84953. backUVs?: Vector4;
  84954. }): VertexData;
  84955. /**
  84956. * Creates the VertexData for a tiled box
  84957. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84958. * * faceTiles sets the pattern, tile size and number of tiles for a face
  84959. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  84960. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  84961. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84962. * @returns the VertexData of the box
  84963. */
  84964. static CreateTiledBox(options: {
  84965. pattern?: number;
  84966. width?: number;
  84967. height?: number;
  84968. depth?: number;
  84969. tileSize?: number;
  84970. tileWidth?: number;
  84971. tileHeight?: number;
  84972. alignHorizontal?: number;
  84973. alignVertical?: number;
  84974. faceUV?: Vector4[];
  84975. faceColors?: Color4[];
  84976. sideOrientation?: number;
  84977. }): VertexData;
  84978. /**
  84979. * Creates the VertexData for a tiled plane
  84980. * @param options an object used to set the following optional parameters for the box, required but can be empty
  84981. * * pattern a limited pattern arrangement depending on the number
  84982. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  84983. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  84984. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  84985. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  84986. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  84987. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  84988. * @returns the VertexData of the tiled plane
  84989. */
  84990. static CreateTiledPlane(options: {
  84991. pattern?: number;
  84992. tileSize?: number;
  84993. tileWidth?: number;
  84994. tileHeight?: number;
  84995. size?: number;
  84996. width?: number;
  84997. height?: number;
  84998. alignHorizontal?: number;
  84999. alignVertical?: number;
  85000. sideOrientation?: number;
  85001. frontUVs?: Vector4;
  85002. backUVs?: Vector4;
  85003. }): VertexData;
  85004. /**
  85005. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85006. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85007. * * segments sets the number of horizontal strips optional, default 32
  85008. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85009. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85010. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85011. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85012. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  85013. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  85014. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85015. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85016. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85017. * @returns the VertexData of the ellipsoid
  85018. */
  85019. static CreateSphere(options: {
  85020. segments?: number;
  85021. diameter?: number;
  85022. diameterX?: number;
  85023. diameterY?: number;
  85024. diameterZ?: number;
  85025. arc?: number;
  85026. slice?: number;
  85027. sideOrientation?: number;
  85028. frontUVs?: Vector4;
  85029. backUVs?: Vector4;
  85030. }): VertexData;
  85031. /**
  85032. * Creates the VertexData for a cylinder, cone or prism
  85033. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85034. * * height sets the height (y direction) of the cylinder, optional, default 2
  85035. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85036. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85037. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85038. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85039. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85040. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  85041. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85042. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85043. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85044. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85045. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85046. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85047. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85048. * @returns the VertexData of the cylinder, cone or prism
  85049. */
  85050. static CreateCylinder(options: {
  85051. height?: number;
  85052. diameterTop?: number;
  85053. diameterBottom?: number;
  85054. diameter?: number;
  85055. tessellation?: number;
  85056. subdivisions?: number;
  85057. arc?: number;
  85058. faceColors?: Color4[];
  85059. faceUV?: Vector4[];
  85060. hasRings?: boolean;
  85061. enclose?: boolean;
  85062. sideOrientation?: number;
  85063. frontUVs?: Vector4;
  85064. backUVs?: Vector4;
  85065. }): VertexData;
  85066. /**
  85067. * Creates the VertexData for a torus
  85068. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85069. * * diameter the diameter of the torus, optional default 1
  85070. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85071. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85072. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85073. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85074. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85075. * @returns the VertexData of the torus
  85076. */
  85077. static CreateTorus(options: {
  85078. diameter?: number;
  85079. thickness?: number;
  85080. tessellation?: number;
  85081. sideOrientation?: number;
  85082. frontUVs?: Vector4;
  85083. backUVs?: Vector4;
  85084. }): VertexData;
  85085. /**
  85086. * Creates the VertexData of the LineSystem
  85087. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85088. * - lines an array of lines, each line being an array of successive Vector3
  85089. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85090. * @returns the VertexData of the LineSystem
  85091. */
  85092. static CreateLineSystem(options: {
  85093. lines: Vector3[][];
  85094. colors?: Nullable<Color4[][]>;
  85095. }): VertexData;
  85096. /**
  85097. * Create the VertexData for a DashedLines
  85098. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85099. * - points an array successive Vector3
  85100. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85101. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85102. * - dashNb the intended total number of dashes, optional, default 200
  85103. * @returns the VertexData for the DashedLines
  85104. */
  85105. static CreateDashedLines(options: {
  85106. points: Vector3[];
  85107. dashSize?: number;
  85108. gapSize?: number;
  85109. dashNb?: number;
  85110. }): VertexData;
  85111. /**
  85112. * Creates the VertexData for a Ground
  85113. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85114. * - width the width (x direction) of the ground, optional, default 1
  85115. * - height the height (z direction) of the ground, optional, default 1
  85116. * - subdivisions the number of subdivisions per side, optional, default 1
  85117. * @returns the VertexData of the Ground
  85118. */
  85119. static CreateGround(options: {
  85120. width?: number;
  85121. height?: number;
  85122. subdivisions?: number;
  85123. subdivisionsX?: number;
  85124. subdivisionsY?: number;
  85125. }): VertexData;
  85126. /**
  85127. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85128. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85129. * * xmin the ground minimum X coordinate, optional, default -1
  85130. * * zmin the ground minimum Z coordinate, optional, default -1
  85131. * * xmax the ground maximum X coordinate, optional, default 1
  85132. * * zmax the ground maximum Z coordinate, optional, default 1
  85133. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  85134. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  85135. * @returns the VertexData of the TiledGround
  85136. */
  85137. static CreateTiledGround(options: {
  85138. xmin: number;
  85139. zmin: number;
  85140. xmax: number;
  85141. zmax: number;
  85142. subdivisions?: {
  85143. w: number;
  85144. h: number;
  85145. };
  85146. precision?: {
  85147. w: number;
  85148. h: number;
  85149. };
  85150. }): VertexData;
  85151. /**
  85152. * Creates the VertexData of the Ground designed from a heightmap
  85153. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85154. * * width the width (x direction) of the ground
  85155. * * height the height (z direction) of the ground
  85156. * * subdivisions the number of subdivisions per side
  85157. * * minHeight the minimum altitude on the ground, optional, default 0
  85158. * * maxHeight the maximum altitude on the ground, optional default 1
  85159. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85160. * * buffer the array holding the image color data
  85161. * * bufferWidth the width of image
  85162. * * bufferHeight the height of image
  85163. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85164. * @returns the VertexData of the Ground designed from a heightmap
  85165. */
  85166. static CreateGroundFromHeightMap(options: {
  85167. width: number;
  85168. height: number;
  85169. subdivisions: number;
  85170. minHeight: number;
  85171. maxHeight: number;
  85172. colorFilter: Color3;
  85173. buffer: Uint8Array;
  85174. bufferWidth: number;
  85175. bufferHeight: number;
  85176. alphaFilter: number;
  85177. }): VertexData;
  85178. /**
  85179. * Creates the VertexData for a Plane
  85180. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85181. * * size sets the width and height of the plane to the value of size, optional default 1
  85182. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85183. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85184. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85185. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85186. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85187. * @returns the VertexData of the box
  85188. */
  85189. static CreatePlane(options: {
  85190. size?: number;
  85191. width?: number;
  85192. height?: number;
  85193. sideOrientation?: number;
  85194. frontUVs?: Vector4;
  85195. backUVs?: Vector4;
  85196. }): VertexData;
  85197. /**
  85198. * Creates the VertexData of the Disc or regular Polygon
  85199. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85200. * * radius the radius of the disc, optional default 0.5
  85201. * * tessellation the number of polygon sides, optional, default 64
  85202. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  85203. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85204. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85205. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85206. * @returns the VertexData of the box
  85207. */
  85208. static CreateDisc(options: {
  85209. radius?: number;
  85210. tessellation?: number;
  85211. arc?: number;
  85212. sideOrientation?: number;
  85213. frontUVs?: Vector4;
  85214. backUVs?: Vector4;
  85215. }): VertexData;
  85216. /**
  85217. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85218. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85219. * @param polygon a mesh built from polygonTriangulation.build()
  85220. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85221. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85222. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85223. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85224. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85225. * @returns the VertexData of the Polygon
  85226. */
  85227. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85228. /**
  85229. * Creates the VertexData of the IcoSphere
  85230. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85231. * * radius the radius of the IcoSphere, optional default 1
  85232. * * radiusX allows stretching in the x direction, optional, default radius
  85233. * * radiusY allows stretching in the y direction, optional, default radius
  85234. * * radiusZ allows stretching in the z direction, optional, default radius
  85235. * * flat when true creates a flat shaded mesh, optional, default true
  85236. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85237. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85238. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85239. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85240. * @returns the VertexData of the IcoSphere
  85241. */
  85242. static CreateIcoSphere(options: {
  85243. radius?: number;
  85244. radiusX?: number;
  85245. radiusY?: number;
  85246. radiusZ?: number;
  85247. flat?: boolean;
  85248. subdivisions?: number;
  85249. sideOrientation?: number;
  85250. frontUVs?: Vector4;
  85251. backUVs?: Vector4;
  85252. }): VertexData;
  85253. /**
  85254. * Creates the VertexData for a Polyhedron
  85255. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85256. * * type provided types are:
  85257. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85258. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  85259. * * size the size of the IcoSphere, optional default 1
  85260. * * sizeX allows stretching in the x direction, optional, default size
  85261. * * sizeY allows stretching in the y direction, optional, default size
  85262. * * sizeZ allows stretching in the z direction, optional, default size
  85263. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  85264. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85265. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85266. * * flat when true creates a flat shaded mesh, optional, default true
  85267. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85268. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85269. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85270. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85271. * @returns the VertexData of the Polyhedron
  85272. */
  85273. static CreatePolyhedron(options: {
  85274. type?: number;
  85275. size?: number;
  85276. sizeX?: number;
  85277. sizeY?: number;
  85278. sizeZ?: number;
  85279. custom?: any;
  85280. faceUV?: Vector4[];
  85281. faceColors?: Color4[];
  85282. flat?: boolean;
  85283. sideOrientation?: number;
  85284. frontUVs?: Vector4;
  85285. backUVs?: Vector4;
  85286. }): VertexData;
  85287. /**
  85288. * Creates the VertexData for a TorusKnot
  85289. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85290. * * radius the radius of the torus knot, optional, default 2
  85291. * * tube the thickness of the tube, optional, default 0.5
  85292. * * radialSegments the number of sides on each tube segments, optional, default 32
  85293. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85294. * * p the number of windings around the z axis, optional, default 2
  85295. * * q the number of windings around the x axis, optional, default 3
  85296. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85297. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85298. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85299. * @returns the VertexData of the Torus Knot
  85300. */
  85301. static CreateTorusKnot(options: {
  85302. radius?: number;
  85303. tube?: number;
  85304. radialSegments?: number;
  85305. tubularSegments?: number;
  85306. p?: number;
  85307. q?: number;
  85308. sideOrientation?: number;
  85309. frontUVs?: Vector4;
  85310. backUVs?: Vector4;
  85311. }): VertexData;
  85312. /**
  85313. * Compute normals for given positions and indices
  85314. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85315. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85316. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85317. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85318. * * facetNormals : optional array of facet normals (vector3)
  85319. * * facetPositions : optional array of facet positions (vector3)
  85320. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85321. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85322. * * bInfo : optional bounding info, required for facetPartitioning computation
  85323. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85324. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85325. * * useRightHandedSystem: optional boolean to for right handed system computation
  85326. * * depthSort : optional boolean to enable the facet depth sort computation
  85327. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85328. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85329. */
  85330. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85331. facetNormals?: any;
  85332. facetPositions?: any;
  85333. facetPartitioning?: any;
  85334. ratio?: number;
  85335. bInfo?: any;
  85336. bbSize?: Vector3;
  85337. subDiv?: any;
  85338. useRightHandedSystem?: boolean;
  85339. depthSort?: boolean;
  85340. distanceTo?: Vector3;
  85341. depthSortedFacets?: any;
  85342. }): void;
  85343. /** @hidden */
  85344. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85345. /**
  85346. * Applies VertexData created from the imported parameters to the geometry
  85347. * @param parsedVertexData the parsed data from an imported file
  85348. * @param geometry the geometry to apply the VertexData to
  85349. */
  85350. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85351. }
  85352. }
  85353. declare module BABYLON {
  85354. /**
  85355. * Defines a target to use with MorphTargetManager
  85356. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85357. */
  85358. export class MorphTarget implements IAnimatable {
  85359. /** defines the name of the target */
  85360. name: string;
  85361. /**
  85362. * Gets or sets the list of animations
  85363. */
  85364. animations: Animation[];
  85365. private _scene;
  85366. private _positions;
  85367. private _normals;
  85368. private _tangents;
  85369. private _uvs;
  85370. private _influence;
  85371. /**
  85372. * Observable raised when the influence changes
  85373. */
  85374. onInfluenceChanged: Observable<boolean>;
  85375. /** @hidden */
  85376. _onDataLayoutChanged: Observable<void>;
  85377. /**
  85378. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85379. */
  85380. influence: number;
  85381. /**
  85382. * Gets or sets the id of the morph Target
  85383. */
  85384. id: string;
  85385. private _animationPropertiesOverride;
  85386. /**
  85387. * Gets or sets the animation properties override
  85388. */
  85389. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85390. /**
  85391. * Creates a new MorphTarget
  85392. * @param name defines the name of the target
  85393. * @param influence defines the influence to use
  85394. * @param scene defines the scene the morphtarget belongs to
  85395. */
  85396. constructor(
  85397. /** defines the name of the target */
  85398. name: string, influence?: number, scene?: Nullable<Scene>);
  85399. /**
  85400. * Gets a boolean defining if the target contains position data
  85401. */
  85402. readonly hasPositions: boolean;
  85403. /**
  85404. * Gets a boolean defining if the target contains normal data
  85405. */
  85406. readonly hasNormals: boolean;
  85407. /**
  85408. * Gets a boolean defining if the target contains tangent data
  85409. */
  85410. readonly hasTangents: boolean;
  85411. /**
  85412. * Gets a boolean defining if the target contains texture coordinates data
  85413. */
  85414. readonly hasUVs: boolean;
  85415. /**
  85416. * Affects position data to this target
  85417. * @param data defines the position data to use
  85418. */
  85419. setPositions(data: Nullable<FloatArray>): void;
  85420. /**
  85421. * Gets the position data stored in this target
  85422. * @returns a FloatArray containing the position data (or null if not present)
  85423. */
  85424. getPositions(): Nullable<FloatArray>;
  85425. /**
  85426. * Affects normal data to this target
  85427. * @param data defines the normal data to use
  85428. */
  85429. setNormals(data: Nullable<FloatArray>): void;
  85430. /**
  85431. * Gets the normal data stored in this target
  85432. * @returns a FloatArray containing the normal data (or null if not present)
  85433. */
  85434. getNormals(): Nullable<FloatArray>;
  85435. /**
  85436. * Affects tangent data to this target
  85437. * @param data defines the tangent data to use
  85438. */
  85439. setTangents(data: Nullable<FloatArray>): void;
  85440. /**
  85441. * Gets the tangent data stored in this target
  85442. * @returns a FloatArray containing the tangent data (or null if not present)
  85443. */
  85444. getTangents(): Nullable<FloatArray>;
  85445. /**
  85446. * Affects texture coordinates data to this target
  85447. * @param data defines the texture coordinates data to use
  85448. */
  85449. setUVs(data: Nullable<FloatArray>): void;
  85450. /**
  85451. * Gets the texture coordinates data stored in this target
  85452. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85453. */
  85454. getUVs(): Nullable<FloatArray>;
  85455. /**
  85456. * Serializes the current target into a Serialization object
  85457. * @returns the serialized object
  85458. */
  85459. serialize(): any;
  85460. /**
  85461. * Returns the string "MorphTarget"
  85462. * @returns "MorphTarget"
  85463. */
  85464. getClassName(): string;
  85465. /**
  85466. * Creates a new target from serialized data
  85467. * @param serializationObject defines the serialized data to use
  85468. * @returns a new MorphTarget
  85469. */
  85470. static Parse(serializationObject: any): MorphTarget;
  85471. /**
  85472. * Creates a MorphTarget from mesh data
  85473. * @param mesh defines the source mesh
  85474. * @param name defines the name to use for the new target
  85475. * @param influence defines the influence to attach to the target
  85476. * @returns a new MorphTarget
  85477. */
  85478. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85479. }
  85480. }
  85481. declare module BABYLON {
  85482. /**
  85483. * This class is used to deform meshes using morphing between different targets
  85484. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85485. */
  85486. export class MorphTargetManager {
  85487. private _targets;
  85488. private _targetInfluenceChangedObservers;
  85489. private _targetDataLayoutChangedObservers;
  85490. private _activeTargets;
  85491. private _scene;
  85492. private _influences;
  85493. private _supportsNormals;
  85494. private _supportsTangents;
  85495. private _supportsUVs;
  85496. private _vertexCount;
  85497. private _uniqueId;
  85498. private _tempInfluences;
  85499. /**
  85500. * Gets or sets a boolean indicating if normals must be morphed
  85501. */
  85502. enableNormalMorphing: boolean;
  85503. /**
  85504. * Gets or sets a boolean indicating if tangents must be morphed
  85505. */
  85506. enableTangentMorphing: boolean;
  85507. /**
  85508. * Gets or sets a boolean indicating if UV must be morphed
  85509. */
  85510. enableUVMorphing: boolean;
  85511. /**
  85512. * Creates a new MorphTargetManager
  85513. * @param scene defines the current scene
  85514. */
  85515. constructor(scene?: Nullable<Scene>);
  85516. /**
  85517. * Gets the unique ID of this manager
  85518. */
  85519. readonly uniqueId: number;
  85520. /**
  85521. * Gets the number of vertices handled by this manager
  85522. */
  85523. readonly vertexCount: number;
  85524. /**
  85525. * Gets a boolean indicating if this manager supports morphing of normals
  85526. */
  85527. readonly supportsNormals: boolean;
  85528. /**
  85529. * Gets a boolean indicating if this manager supports morphing of tangents
  85530. */
  85531. readonly supportsTangents: boolean;
  85532. /**
  85533. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85534. */
  85535. readonly supportsUVs: boolean;
  85536. /**
  85537. * Gets the number of targets stored in this manager
  85538. */
  85539. readonly numTargets: number;
  85540. /**
  85541. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85542. */
  85543. readonly numInfluencers: number;
  85544. /**
  85545. * Gets the list of influences (one per target)
  85546. */
  85547. readonly influences: Float32Array;
  85548. /**
  85549. * Gets the active target at specified index. An active target is a target with an influence > 0
  85550. * @param index defines the index to check
  85551. * @returns the requested target
  85552. */
  85553. getActiveTarget(index: number): MorphTarget;
  85554. /**
  85555. * Gets the target at specified index
  85556. * @param index defines the index to check
  85557. * @returns the requested target
  85558. */
  85559. getTarget(index: number): MorphTarget;
  85560. /**
  85561. * Add a new target to this manager
  85562. * @param target defines the target to add
  85563. */
  85564. addTarget(target: MorphTarget): void;
  85565. /**
  85566. * Removes a target from the manager
  85567. * @param target defines the target to remove
  85568. */
  85569. removeTarget(target: MorphTarget): void;
  85570. /**
  85571. * Serializes the current manager into a Serialization object
  85572. * @returns the serialized object
  85573. */
  85574. serialize(): any;
  85575. private _syncActiveTargets;
  85576. /**
  85577. * Syncrhonize the targets with all the meshes using this morph target manager
  85578. */
  85579. synchronize(): void;
  85580. /**
  85581. * Creates a new MorphTargetManager from serialized data
  85582. * @param serializationObject defines the serialized data
  85583. * @param scene defines the hosting scene
  85584. * @returns the new MorphTargetManager
  85585. */
  85586. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85587. }
  85588. }
  85589. declare module BABYLON {
  85590. /**
  85591. * Class used to represent a specific level of detail of a mesh
  85592. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85593. */
  85594. export class MeshLODLevel {
  85595. /** Defines the distance where this level should star being displayed */
  85596. distance: number;
  85597. /** Defines the mesh to use to render this level */
  85598. mesh: Nullable<Mesh>;
  85599. /**
  85600. * Creates a new LOD level
  85601. * @param distance defines the distance where this level should star being displayed
  85602. * @param mesh defines the mesh to use to render this level
  85603. */
  85604. constructor(
  85605. /** Defines the distance where this level should star being displayed */
  85606. distance: number,
  85607. /** Defines the mesh to use to render this level */
  85608. mesh: Nullable<Mesh>);
  85609. }
  85610. }
  85611. declare module BABYLON {
  85612. /**
  85613. * Mesh representing the gorund
  85614. */
  85615. export class GroundMesh extends Mesh {
  85616. /** If octree should be generated */
  85617. generateOctree: boolean;
  85618. private _heightQuads;
  85619. /** @hidden */
  85620. _subdivisionsX: number;
  85621. /** @hidden */
  85622. _subdivisionsY: number;
  85623. /** @hidden */
  85624. _width: number;
  85625. /** @hidden */
  85626. _height: number;
  85627. /** @hidden */
  85628. _minX: number;
  85629. /** @hidden */
  85630. _maxX: number;
  85631. /** @hidden */
  85632. _minZ: number;
  85633. /** @hidden */
  85634. _maxZ: number;
  85635. constructor(name: string, scene: Scene);
  85636. /**
  85637. * "GroundMesh"
  85638. * @returns "GroundMesh"
  85639. */
  85640. getClassName(): string;
  85641. /**
  85642. * The minimum of x and y subdivisions
  85643. */
  85644. readonly subdivisions: number;
  85645. /**
  85646. * X subdivisions
  85647. */
  85648. readonly subdivisionsX: number;
  85649. /**
  85650. * Y subdivisions
  85651. */
  85652. readonly subdivisionsY: number;
  85653. /**
  85654. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85655. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85656. * @param chunksCount the number of subdivisions for x and y
  85657. * @param octreeBlocksSize (Default: 32)
  85658. */
  85659. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85660. /**
  85661. * Returns a height (y) value in the Worl system :
  85662. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85663. * @param x x coordinate
  85664. * @param z z coordinate
  85665. * @returns the ground y position if (x, z) are outside the ground surface.
  85666. */
  85667. getHeightAtCoordinates(x: number, z: number): number;
  85668. /**
  85669. * Returns a normalized vector (Vector3) orthogonal to the ground
  85670. * at the ground coordinates (x, z) expressed in the World system.
  85671. * @param x x coordinate
  85672. * @param z z coordinate
  85673. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85674. */
  85675. getNormalAtCoordinates(x: number, z: number): Vector3;
  85676. /**
  85677. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85678. * at the ground coordinates (x, z) expressed in the World system.
  85679. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85680. * @param x x coordinate
  85681. * @param z z coordinate
  85682. * @param ref vector to store the result
  85683. * @returns the GroundMesh.
  85684. */
  85685. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85686. /**
  85687. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85688. * if the ground has been updated.
  85689. * This can be used in the render loop.
  85690. * @returns the GroundMesh.
  85691. */
  85692. updateCoordinateHeights(): GroundMesh;
  85693. private _getFacetAt;
  85694. private _initHeightQuads;
  85695. private _computeHeightQuads;
  85696. /**
  85697. * Serializes this ground mesh
  85698. * @param serializationObject object to write serialization to
  85699. */
  85700. serialize(serializationObject: any): void;
  85701. /**
  85702. * Parses a serialized ground mesh
  85703. * @param parsedMesh the serialized mesh
  85704. * @param scene the scene to create the ground mesh in
  85705. * @returns the created ground mesh
  85706. */
  85707. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85708. }
  85709. }
  85710. declare module BABYLON {
  85711. /**
  85712. * Interface for Physics-Joint data
  85713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85714. */
  85715. export interface PhysicsJointData {
  85716. /**
  85717. * The main pivot of the joint
  85718. */
  85719. mainPivot?: Vector3;
  85720. /**
  85721. * The connected pivot of the joint
  85722. */
  85723. connectedPivot?: Vector3;
  85724. /**
  85725. * The main axis of the joint
  85726. */
  85727. mainAxis?: Vector3;
  85728. /**
  85729. * The connected axis of the joint
  85730. */
  85731. connectedAxis?: Vector3;
  85732. /**
  85733. * The collision of the joint
  85734. */
  85735. collision?: boolean;
  85736. /**
  85737. * Native Oimo/Cannon/Energy data
  85738. */
  85739. nativeParams?: any;
  85740. }
  85741. /**
  85742. * This is a holder class for the physics joint created by the physics plugin
  85743. * It holds a set of functions to control the underlying joint
  85744. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85745. */
  85746. export class PhysicsJoint {
  85747. /**
  85748. * The type of the physics joint
  85749. */
  85750. type: number;
  85751. /**
  85752. * The data for the physics joint
  85753. */
  85754. jointData: PhysicsJointData;
  85755. private _physicsJoint;
  85756. protected _physicsPlugin: IPhysicsEnginePlugin;
  85757. /**
  85758. * Initializes the physics joint
  85759. * @param type The type of the physics joint
  85760. * @param jointData The data for the physics joint
  85761. */
  85762. constructor(
  85763. /**
  85764. * The type of the physics joint
  85765. */
  85766. type: number,
  85767. /**
  85768. * The data for the physics joint
  85769. */
  85770. jointData: PhysicsJointData);
  85771. /**
  85772. * Gets the physics joint
  85773. */
  85774. /**
  85775. * Sets the physics joint
  85776. */
  85777. physicsJoint: any;
  85778. /**
  85779. * Sets the physics plugin
  85780. */
  85781. physicsPlugin: IPhysicsEnginePlugin;
  85782. /**
  85783. * Execute a function that is physics-plugin specific.
  85784. * @param {Function} func the function that will be executed.
  85785. * It accepts two parameters: the physics world and the physics joint
  85786. */
  85787. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  85788. /**
  85789. * Distance-Joint type
  85790. */
  85791. static DistanceJoint: number;
  85792. /**
  85793. * Hinge-Joint type
  85794. */
  85795. static HingeJoint: number;
  85796. /**
  85797. * Ball-and-Socket joint type
  85798. */
  85799. static BallAndSocketJoint: number;
  85800. /**
  85801. * Wheel-Joint type
  85802. */
  85803. static WheelJoint: number;
  85804. /**
  85805. * Slider-Joint type
  85806. */
  85807. static SliderJoint: number;
  85808. /**
  85809. * Prismatic-Joint type
  85810. */
  85811. static PrismaticJoint: number;
  85812. /**
  85813. * Universal-Joint type
  85814. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  85815. */
  85816. static UniversalJoint: number;
  85817. /**
  85818. * Hinge-Joint 2 type
  85819. */
  85820. static Hinge2Joint: number;
  85821. /**
  85822. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  85823. */
  85824. static PointToPointJoint: number;
  85825. /**
  85826. * Spring-Joint type
  85827. */
  85828. static SpringJoint: number;
  85829. /**
  85830. * Lock-Joint type
  85831. */
  85832. static LockJoint: number;
  85833. }
  85834. /**
  85835. * A class representing a physics distance joint
  85836. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85837. */
  85838. export class DistanceJoint extends PhysicsJoint {
  85839. /**
  85840. *
  85841. * @param jointData The data for the Distance-Joint
  85842. */
  85843. constructor(jointData: DistanceJointData);
  85844. /**
  85845. * Update the predefined distance.
  85846. * @param maxDistance The maximum preferred distance
  85847. * @param minDistance The minimum preferred distance
  85848. */
  85849. updateDistance(maxDistance: number, minDistance?: number): void;
  85850. }
  85851. /**
  85852. * Represents a Motor-Enabled Joint
  85853. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85854. */
  85855. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  85856. /**
  85857. * Initializes the Motor-Enabled Joint
  85858. * @param type The type of the joint
  85859. * @param jointData The physica joint data for the joint
  85860. */
  85861. constructor(type: number, jointData: PhysicsJointData);
  85862. /**
  85863. * Set the motor values.
  85864. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85865. * @param force the force to apply
  85866. * @param maxForce max force for this motor.
  85867. */
  85868. setMotor(force?: number, maxForce?: number): void;
  85869. /**
  85870. * Set the motor's limits.
  85871. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85872. * @param upperLimit The upper limit of the motor
  85873. * @param lowerLimit The lower limit of the motor
  85874. */
  85875. setLimit(upperLimit: number, lowerLimit?: number): void;
  85876. }
  85877. /**
  85878. * This class represents a single physics Hinge-Joint
  85879. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85880. */
  85881. export class HingeJoint extends MotorEnabledJoint {
  85882. /**
  85883. * Initializes the Hinge-Joint
  85884. * @param jointData The joint data for the Hinge-Joint
  85885. */
  85886. constructor(jointData: PhysicsJointData);
  85887. /**
  85888. * Set the motor values.
  85889. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85890. * @param {number} force the force to apply
  85891. * @param {number} maxForce max force for this motor.
  85892. */
  85893. setMotor(force?: number, maxForce?: number): void;
  85894. /**
  85895. * Set the motor's limits.
  85896. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85897. * @param upperLimit The upper limit of the motor
  85898. * @param lowerLimit The lower limit of the motor
  85899. */
  85900. setLimit(upperLimit: number, lowerLimit?: number): void;
  85901. }
  85902. /**
  85903. * This class represents a dual hinge physics joint (same as wheel joint)
  85904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85905. */
  85906. export class Hinge2Joint extends MotorEnabledJoint {
  85907. /**
  85908. * Initializes the Hinge2-Joint
  85909. * @param jointData The joint data for the Hinge2-Joint
  85910. */
  85911. constructor(jointData: PhysicsJointData);
  85912. /**
  85913. * Set the motor values.
  85914. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85915. * @param {number} targetSpeed the speed the motor is to reach
  85916. * @param {number} maxForce max force for this motor.
  85917. * @param {motorIndex} the motor's index, 0 or 1.
  85918. */
  85919. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  85920. /**
  85921. * Set the motor limits.
  85922. * Attention, this function is plugin specific. Engines won't react 100% the same.
  85923. * @param {number} upperLimit the upper limit
  85924. * @param {number} lowerLimit lower limit
  85925. * @param {motorIndex} the motor's index, 0 or 1.
  85926. */
  85927. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85928. }
  85929. /**
  85930. * Interface for a motor enabled joint
  85931. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85932. */
  85933. export interface IMotorEnabledJoint {
  85934. /**
  85935. * Physics joint
  85936. */
  85937. physicsJoint: any;
  85938. /**
  85939. * Sets the motor of the motor-enabled joint
  85940. * @param force The force of the motor
  85941. * @param maxForce The maximum force of the motor
  85942. * @param motorIndex The index of the motor
  85943. */
  85944. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  85945. /**
  85946. * Sets the limit of the motor
  85947. * @param upperLimit The upper limit of the motor
  85948. * @param lowerLimit The lower limit of the motor
  85949. * @param motorIndex The index of the motor
  85950. */
  85951. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  85952. }
  85953. /**
  85954. * Joint data for a Distance-Joint
  85955. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85956. */
  85957. export interface DistanceJointData extends PhysicsJointData {
  85958. /**
  85959. * Max distance the 2 joint objects can be apart
  85960. */
  85961. maxDistance: number;
  85962. }
  85963. /**
  85964. * Joint data from a spring joint
  85965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85966. */
  85967. export interface SpringJointData extends PhysicsJointData {
  85968. /**
  85969. * Length of the spring
  85970. */
  85971. length: number;
  85972. /**
  85973. * Stiffness of the spring
  85974. */
  85975. stiffness: number;
  85976. /**
  85977. * Damping of the spring
  85978. */
  85979. damping: number;
  85980. /** this callback will be called when applying the force to the impostors. */
  85981. forceApplicationCallback: () => void;
  85982. }
  85983. }
  85984. declare module BABYLON {
  85985. /**
  85986. * Holds the data for the raycast result
  85987. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85988. */
  85989. export class PhysicsRaycastResult {
  85990. private _hasHit;
  85991. private _hitDistance;
  85992. private _hitNormalWorld;
  85993. private _hitPointWorld;
  85994. private _rayFromWorld;
  85995. private _rayToWorld;
  85996. /**
  85997. * Gets if there was a hit
  85998. */
  85999. readonly hasHit: boolean;
  86000. /**
  86001. * Gets the distance from the hit
  86002. */
  86003. readonly hitDistance: number;
  86004. /**
  86005. * Gets the hit normal/direction in the world
  86006. */
  86007. readonly hitNormalWorld: Vector3;
  86008. /**
  86009. * Gets the hit point in the world
  86010. */
  86011. readonly hitPointWorld: Vector3;
  86012. /**
  86013. * Gets the ray "start point" of the ray in the world
  86014. */
  86015. readonly rayFromWorld: Vector3;
  86016. /**
  86017. * Gets the ray "end point" of the ray in the world
  86018. */
  86019. readonly rayToWorld: Vector3;
  86020. /**
  86021. * Sets the hit data (normal & point in world space)
  86022. * @param hitNormalWorld defines the normal in world space
  86023. * @param hitPointWorld defines the point in world space
  86024. */
  86025. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86026. /**
  86027. * Sets the distance from the start point to the hit point
  86028. * @param distance
  86029. */
  86030. setHitDistance(distance: number): void;
  86031. /**
  86032. * Calculates the distance manually
  86033. */
  86034. calculateHitDistance(): void;
  86035. /**
  86036. * Resets all the values to default
  86037. * @param from The from point on world space
  86038. * @param to The to point on world space
  86039. */
  86040. reset(from?: Vector3, to?: Vector3): void;
  86041. }
  86042. /**
  86043. * Interface for the size containing width and height
  86044. */
  86045. interface IXYZ {
  86046. /**
  86047. * X
  86048. */
  86049. x: number;
  86050. /**
  86051. * Y
  86052. */
  86053. y: number;
  86054. /**
  86055. * Z
  86056. */
  86057. z: number;
  86058. }
  86059. }
  86060. declare module BABYLON {
  86061. /**
  86062. * Interface used to describe a physics joint
  86063. */
  86064. export interface PhysicsImpostorJoint {
  86065. /** Defines the main impostor to which the joint is linked */
  86066. mainImpostor: PhysicsImpostor;
  86067. /** Defines the impostor that is connected to the main impostor using this joint */
  86068. connectedImpostor: PhysicsImpostor;
  86069. /** Defines the joint itself */
  86070. joint: PhysicsJoint;
  86071. }
  86072. /** @hidden */
  86073. export interface IPhysicsEnginePlugin {
  86074. world: any;
  86075. name: string;
  86076. setGravity(gravity: Vector3): void;
  86077. setTimeStep(timeStep: number): void;
  86078. getTimeStep(): number;
  86079. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86080. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86081. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86082. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86083. removePhysicsBody(impostor: PhysicsImpostor): void;
  86084. generateJoint(joint: PhysicsImpostorJoint): void;
  86085. removeJoint(joint: PhysicsImpostorJoint): void;
  86086. isSupported(): boolean;
  86087. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86088. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86089. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86090. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86091. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86092. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86093. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86094. getBodyMass(impostor: PhysicsImpostor): number;
  86095. getBodyFriction(impostor: PhysicsImpostor): number;
  86096. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86097. getBodyRestitution(impostor: PhysicsImpostor): number;
  86098. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86099. getBodyPressure?(impostor: PhysicsImpostor): number;
  86100. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86101. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86102. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86103. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86104. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86105. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86106. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86107. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86108. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86109. sleepBody(impostor: PhysicsImpostor): void;
  86110. wakeUpBody(impostor: PhysicsImpostor): void;
  86111. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86112. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86113. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86114. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86115. getRadius(impostor: PhysicsImpostor): number;
  86116. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86117. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86118. dispose(): void;
  86119. }
  86120. /**
  86121. * Interface used to define a physics engine
  86122. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86123. */
  86124. export interface IPhysicsEngine {
  86125. /**
  86126. * Gets the gravity vector used by the simulation
  86127. */
  86128. gravity: Vector3;
  86129. /**
  86130. * Sets the gravity vector used by the simulation
  86131. * @param gravity defines the gravity vector to use
  86132. */
  86133. setGravity(gravity: Vector3): void;
  86134. /**
  86135. * Set the time step of the physics engine.
  86136. * Default is 1/60.
  86137. * To slow it down, enter 1/600 for example.
  86138. * To speed it up, 1/30
  86139. * @param newTimeStep the new timestep to apply to this world.
  86140. */
  86141. setTimeStep(newTimeStep: number): void;
  86142. /**
  86143. * Get the time step of the physics engine.
  86144. * @returns the current time step
  86145. */
  86146. getTimeStep(): number;
  86147. /**
  86148. * Release all resources
  86149. */
  86150. dispose(): void;
  86151. /**
  86152. * Gets the name of the current physics plugin
  86153. * @returns the name of the plugin
  86154. */
  86155. getPhysicsPluginName(): string;
  86156. /**
  86157. * Adding a new impostor for the impostor tracking.
  86158. * This will be done by the impostor itself.
  86159. * @param impostor the impostor to add
  86160. */
  86161. addImpostor(impostor: PhysicsImpostor): void;
  86162. /**
  86163. * Remove an impostor from the engine.
  86164. * This impostor and its mesh will not longer be updated by the physics engine.
  86165. * @param impostor the impostor to remove
  86166. */
  86167. removeImpostor(impostor: PhysicsImpostor): void;
  86168. /**
  86169. * Add a joint to the physics engine
  86170. * @param mainImpostor defines the main impostor to which the joint is added.
  86171. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86172. * @param joint defines the joint that will connect both impostors.
  86173. */
  86174. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86175. /**
  86176. * Removes a joint from the simulation
  86177. * @param mainImpostor defines the impostor used with the joint
  86178. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86179. * @param joint defines the joint to remove
  86180. */
  86181. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86182. /**
  86183. * Gets the current plugin used to run the simulation
  86184. * @returns current plugin
  86185. */
  86186. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86187. /**
  86188. * Gets the list of physic impostors
  86189. * @returns an array of PhysicsImpostor
  86190. */
  86191. getImpostors(): Array<PhysicsImpostor>;
  86192. /**
  86193. * Gets the impostor for a physics enabled object
  86194. * @param object defines the object impersonated by the impostor
  86195. * @returns the PhysicsImpostor or null if not found
  86196. */
  86197. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86198. /**
  86199. * Gets the impostor for a physics body object
  86200. * @param body defines physics body used by the impostor
  86201. * @returns the PhysicsImpostor or null if not found
  86202. */
  86203. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86204. /**
  86205. * Does a raycast in the physics world
  86206. * @param from when should the ray start?
  86207. * @param to when should the ray end?
  86208. * @returns PhysicsRaycastResult
  86209. */
  86210. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86211. /**
  86212. * Called by the scene. No need to call it.
  86213. * @param delta defines the timespam between frames
  86214. */
  86215. _step(delta: number): void;
  86216. }
  86217. }
  86218. declare module BABYLON {
  86219. /**
  86220. * The interface for the physics imposter parameters
  86221. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86222. */
  86223. export interface PhysicsImpostorParameters {
  86224. /**
  86225. * The mass of the physics imposter
  86226. */
  86227. mass: number;
  86228. /**
  86229. * The friction of the physics imposter
  86230. */
  86231. friction?: number;
  86232. /**
  86233. * The coefficient of restitution of the physics imposter
  86234. */
  86235. restitution?: number;
  86236. /**
  86237. * The native options of the physics imposter
  86238. */
  86239. nativeOptions?: any;
  86240. /**
  86241. * Specifies if the parent should be ignored
  86242. */
  86243. ignoreParent?: boolean;
  86244. /**
  86245. * Specifies if bi-directional transformations should be disabled
  86246. */
  86247. disableBidirectionalTransformation?: boolean;
  86248. /**
  86249. * The pressure inside the physics imposter, soft object only
  86250. */
  86251. pressure?: number;
  86252. /**
  86253. * The stiffness the physics imposter, soft object only
  86254. */
  86255. stiffness?: number;
  86256. /**
  86257. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86258. */
  86259. velocityIterations?: number;
  86260. /**
  86261. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86262. */
  86263. positionIterations?: number;
  86264. /**
  86265. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86266. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86267. * Add to fix multiple points
  86268. */
  86269. fixedPoints?: number;
  86270. /**
  86271. * The collision margin around a soft object
  86272. */
  86273. margin?: number;
  86274. /**
  86275. * The collision margin around a soft object
  86276. */
  86277. damping?: number;
  86278. /**
  86279. * The path for a rope based on an extrusion
  86280. */
  86281. path?: any;
  86282. /**
  86283. * The shape of an extrusion used for a rope based on an extrusion
  86284. */
  86285. shape?: any;
  86286. }
  86287. /**
  86288. * Interface for a physics-enabled object
  86289. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86290. */
  86291. export interface IPhysicsEnabledObject {
  86292. /**
  86293. * The position of the physics-enabled object
  86294. */
  86295. position: Vector3;
  86296. /**
  86297. * The rotation of the physics-enabled object
  86298. */
  86299. rotationQuaternion: Nullable<Quaternion>;
  86300. /**
  86301. * The scale of the physics-enabled object
  86302. */
  86303. scaling: Vector3;
  86304. /**
  86305. * The rotation of the physics-enabled object
  86306. */
  86307. rotation?: Vector3;
  86308. /**
  86309. * The parent of the physics-enabled object
  86310. */
  86311. parent?: any;
  86312. /**
  86313. * The bounding info of the physics-enabled object
  86314. * @returns The bounding info of the physics-enabled object
  86315. */
  86316. getBoundingInfo(): BoundingInfo;
  86317. /**
  86318. * Computes the world matrix
  86319. * @param force Specifies if the world matrix should be computed by force
  86320. * @returns A world matrix
  86321. */
  86322. computeWorldMatrix(force: boolean): Matrix;
  86323. /**
  86324. * Gets the world matrix
  86325. * @returns A world matrix
  86326. */
  86327. getWorldMatrix?(): Matrix;
  86328. /**
  86329. * Gets the child meshes
  86330. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86331. * @returns An array of abstract meshes
  86332. */
  86333. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86334. /**
  86335. * Gets the vertex data
  86336. * @param kind The type of vertex data
  86337. * @returns A nullable array of numbers, or a float32 array
  86338. */
  86339. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86340. /**
  86341. * Gets the indices from the mesh
  86342. * @returns A nullable array of index arrays
  86343. */
  86344. getIndices?(): Nullable<IndicesArray>;
  86345. /**
  86346. * Gets the scene from the mesh
  86347. * @returns the indices array or null
  86348. */
  86349. getScene?(): Scene;
  86350. /**
  86351. * Gets the absolute position from the mesh
  86352. * @returns the absolute position
  86353. */
  86354. getAbsolutePosition(): Vector3;
  86355. /**
  86356. * Gets the absolute pivot point from the mesh
  86357. * @returns the absolute pivot point
  86358. */
  86359. getAbsolutePivotPoint(): Vector3;
  86360. /**
  86361. * Rotates the mesh
  86362. * @param axis The axis of rotation
  86363. * @param amount The amount of rotation
  86364. * @param space The space of the rotation
  86365. * @returns The rotation transform node
  86366. */
  86367. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86368. /**
  86369. * Translates the mesh
  86370. * @param axis The axis of translation
  86371. * @param distance The distance of translation
  86372. * @param space The space of the translation
  86373. * @returns The transform node
  86374. */
  86375. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86376. /**
  86377. * Sets the absolute position of the mesh
  86378. * @param absolutePosition The absolute position of the mesh
  86379. * @returns The transform node
  86380. */
  86381. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86382. /**
  86383. * Gets the class name of the mesh
  86384. * @returns The class name
  86385. */
  86386. getClassName(): string;
  86387. }
  86388. /**
  86389. * Represents a physics imposter
  86390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86391. */
  86392. export class PhysicsImpostor {
  86393. /**
  86394. * The physics-enabled object used as the physics imposter
  86395. */
  86396. object: IPhysicsEnabledObject;
  86397. /**
  86398. * The type of the physics imposter
  86399. */
  86400. type: number;
  86401. private _options;
  86402. private _scene?;
  86403. /**
  86404. * The default object size of the imposter
  86405. */
  86406. static DEFAULT_OBJECT_SIZE: Vector3;
  86407. /**
  86408. * The identity quaternion of the imposter
  86409. */
  86410. static IDENTITY_QUATERNION: Quaternion;
  86411. /** @hidden */
  86412. _pluginData: any;
  86413. private _physicsEngine;
  86414. private _physicsBody;
  86415. private _bodyUpdateRequired;
  86416. private _onBeforePhysicsStepCallbacks;
  86417. private _onAfterPhysicsStepCallbacks;
  86418. /** @hidden */
  86419. _onPhysicsCollideCallbacks: Array<{
  86420. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86421. otherImpostors: Array<PhysicsImpostor>;
  86422. }>;
  86423. private _deltaPosition;
  86424. private _deltaRotation;
  86425. private _deltaRotationConjugated;
  86426. /** @hidden */
  86427. _isFromLine: boolean;
  86428. private _parent;
  86429. private _isDisposed;
  86430. private static _tmpVecs;
  86431. private static _tmpQuat;
  86432. /**
  86433. * Specifies if the physics imposter is disposed
  86434. */
  86435. readonly isDisposed: boolean;
  86436. /**
  86437. * Gets the mass of the physics imposter
  86438. */
  86439. mass: number;
  86440. /**
  86441. * Gets the coefficient of friction
  86442. */
  86443. /**
  86444. * Sets the coefficient of friction
  86445. */
  86446. friction: number;
  86447. /**
  86448. * Gets the coefficient of restitution
  86449. */
  86450. /**
  86451. * Sets the coefficient of restitution
  86452. */
  86453. restitution: number;
  86454. /**
  86455. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86456. */
  86457. /**
  86458. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86459. */
  86460. pressure: number;
  86461. /**
  86462. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86463. */
  86464. /**
  86465. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86466. */
  86467. stiffness: number;
  86468. /**
  86469. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86470. */
  86471. /**
  86472. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86473. */
  86474. velocityIterations: number;
  86475. /**
  86476. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86477. */
  86478. /**
  86479. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86480. */
  86481. positionIterations: number;
  86482. /**
  86483. * The unique id of the physics imposter
  86484. * set by the physics engine when adding this impostor to the array
  86485. */
  86486. uniqueId: number;
  86487. /**
  86488. * @hidden
  86489. */
  86490. soft: boolean;
  86491. /**
  86492. * @hidden
  86493. */
  86494. segments: number;
  86495. private _joints;
  86496. /**
  86497. * Initializes the physics imposter
  86498. * @param object The physics-enabled object used as the physics imposter
  86499. * @param type The type of the physics imposter
  86500. * @param _options The options for the physics imposter
  86501. * @param _scene The Babylon scene
  86502. */
  86503. constructor(
  86504. /**
  86505. * The physics-enabled object used as the physics imposter
  86506. */
  86507. object: IPhysicsEnabledObject,
  86508. /**
  86509. * The type of the physics imposter
  86510. */
  86511. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86512. /**
  86513. * This function will completly initialize this impostor.
  86514. * It will create a new body - but only if this mesh has no parent.
  86515. * If it has, this impostor will not be used other than to define the impostor
  86516. * of the child mesh.
  86517. * @hidden
  86518. */
  86519. _init(): void;
  86520. private _getPhysicsParent;
  86521. /**
  86522. * Should a new body be generated.
  86523. * @returns boolean specifying if body initialization is required
  86524. */
  86525. isBodyInitRequired(): boolean;
  86526. /**
  86527. * Sets the updated scaling
  86528. * @param updated Specifies if the scaling is updated
  86529. */
  86530. setScalingUpdated(): void;
  86531. /**
  86532. * Force a regeneration of this or the parent's impostor's body.
  86533. * Use under cautious - This will remove all joints already implemented.
  86534. */
  86535. forceUpdate(): void;
  86536. /**
  86537. * Gets the body that holds this impostor. Either its own, or its parent.
  86538. */
  86539. /**
  86540. * Set the physics body. Used mainly by the physics engine/plugin
  86541. */
  86542. physicsBody: any;
  86543. /**
  86544. * Get the parent of the physics imposter
  86545. * @returns Physics imposter or null
  86546. */
  86547. /**
  86548. * Sets the parent of the physics imposter
  86549. */
  86550. parent: Nullable<PhysicsImpostor>;
  86551. /**
  86552. * Resets the update flags
  86553. */
  86554. resetUpdateFlags(): void;
  86555. /**
  86556. * Gets the object extend size
  86557. * @returns the object extend size
  86558. */
  86559. getObjectExtendSize(): Vector3;
  86560. /**
  86561. * Gets the object center
  86562. * @returns The object center
  86563. */
  86564. getObjectCenter(): Vector3;
  86565. /**
  86566. * Get a specific parametes from the options parameter
  86567. * @param paramName The object parameter name
  86568. * @returns The object parameter
  86569. */
  86570. getParam(paramName: string): any;
  86571. /**
  86572. * Sets a specific parameter in the options given to the physics plugin
  86573. * @param paramName The parameter name
  86574. * @param value The value of the parameter
  86575. */
  86576. setParam(paramName: string, value: number): void;
  86577. /**
  86578. * Specifically change the body's mass option. Won't recreate the physics body object
  86579. * @param mass The mass of the physics imposter
  86580. */
  86581. setMass(mass: number): void;
  86582. /**
  86583. * Gets the linear velocity
  86584. * @returns linear velocity or null
  86585. */
  86586. getLinearVelocity(): Nullable<Vector3>;
  86587. /**
  86588. * Sets the linear velocity
  86589. * @param velocity linear velocity or null
  86590. */
  86591. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86592. /**
  86593. * Gets the angular velocity
  86594. * @returns angular velocity or null
  86595. */
  86596. getAngularVelocity(): Nullable<Vector3>;
  86597. /**
  86598. * Sets the angular velocity
  86599. * @param velocity The velocity or null
  86600. */
  86601. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86602. /**
  86603. * Execute a function with the physics plugin native code
  86604. * Provide a function the will have two variables - the world object and the physics body object
  86605. * @param func The function to execute with the physics plugin native code
  86606. */
  86607. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86608. /**
  86609. * Register a function that will be executed before the physics world is stepping forward
  86610. * @param func The function to execute before the physics world is stepped forward
  86611. */
  86612. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86613. /**
  86614. * Unregister a function that will be executed before the physics world is stepping forward
  86615. * @param func The function to execute before the physics world is stepped forward
  86616. */
  86617. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86618. /**
  86619. * Register a function that will be executed after the physics step
  86620. * @param func The function to execute after physics step
  86621. */
  86622. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86623. /**
  86624. * Unregisters a function that will be executed after the physics step
  86625. * @param func The function to execute after physics step
  86626. */
  86627. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86628. /**
  86629. * register a function that will be executed when this impostor collides against a different body
  86630. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86631. * @param func Callback that is executed on collision
  86632. */
  86633. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86634. /**
  86635. * Unregisters the physics imposter on contact
  86636. * @param collideAgainst The physics object to collide against
  86637. * @param func Callback to execute on collision
  86638. */
  86639. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86640. private _tmpQuat;
  86641. private _tmpQuat2;
  86642. /**
  86643. * Get the parent rotation
  86644. * @returns The parent rotation
  86645. */
  86646. getParentsRotation(): Quaternion;
  86647. /**
  86648. * this function is executed by the physics engine.
  86649. */
  86650. beforeStep: () => void;
  86651. /**
  86652. * this function is executed by the physics engine
  86653. */
  86654. afterStep: () => void;
  86655. /**
  86656. * Legacy collision detection event support
  86657. */
  86658. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86659. /**
  86660. * event and body object due to cannon's event-based architecture.
  86661. */
  86662. onCollide: (e: {
  86663. body: any;
  86664. }) => void;
  86665. /**
  86666. * Apply a force
  86667. * @param force The force to apply
  86668. * @param contactPoint The contact point for the force
  86669. * @returns The physics imposter
  86670. */
  86671. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86672. /**
  86673. * Apply an impulse
  86674. * @param force The impulse force
  86675. * @param contactPoint The contact point for the impulse force
  86676. * @returns The physics imposter
  86677. */
  86678. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86679. /**
  86680. * A help function to create a joint
  86681. * @param otherImpostor A physics imposter used to create a joint
  86682. * @param jointType The type of joint
  86683. * @param jointData The data for the joint
  86684. * @returns The physics imposter
  86685. */
  86686. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86687. /**
  86688. * Add a joint to this impostor with a different impostor
  86689. * @param otherImpostor A physics imposter used to add a joint
  86690. * @param joint The joint to add
  86691. * @returns The physics imposter
  86692. */
  86693. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86694. /**
  86695. * Add an anchor to a cloth impostor
  86696. * @param otherImpostor rigid impostor to anchor to
  86697. * @param width ratio across width from 0 to 1
  86698. * @param height ratio up height from 0 to 1
  86699. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86700. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86701. * @returns impostor the soft imposter
  86702. */
  86703. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86704. /**
  86705. * Add a hook to a rope impostor
  86706. * @param otherImpostor rigid impostor to anchor to
  86707. * @param length ratio across rope from 0 to 1
  86708. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86709. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86710. * @returns impostor the rope imposter
  86711. */
  86712. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86713. /**
  86714. * Will keep this body still, in a sleep mode.
  86715. * @returns the physics imposter
  86716. */
  86717. sleep(): PhysicsImpostor;
  86718. /**
  86719. * Wake the body up.
  86720. * @returns The physics imposter
  86721. */
  86722. wakeUp(): PhysicsImpostor;
  86723. /**
  86724. * Clones the physics imposter
  86725. * @param newObject The physics imposter clones to this physics-enabled object
  86726. * @returns A nullable physics imposter
  86727. */
  86728. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86729. /**
  86730. * Disposes the physics imposter
  86731. */
  86732. dispose(): void;
  86733. /**
  86734. * Sets the delta position
  86735. * @param position The delta position amount
  86736. */
  86737. setDeltaPosition(position: Vector3): void;
  86738. /**
  86739. * Sets the delta rotation
  86740. * @param rotation The delta rotation amount
  86741. */
  86742. setDeltaRotation(rotation: Quaternion): void;
  86743. /**
  86744. * Gets the box size of the physics imposter and stores the result in the input parameter
  86745. * @param result Stores the box size
  86746. * @returns The physics imposter
  86747. */
  86748. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  86749. /**
  86750. * Gets the radius of the physics imposter
  86751. * @returns Radius of the physics imposter
  86752. */
  86753. getRadius(): number;
  86754. /**
  86755. * Sync a bone with this impostor
  86756. * @param bone The bone to sync to the impostor.
  86757. * @param boneMesh The mesh that the bone is influencing.
  86758. * @param jointPivot The pivot of the joint / bone in local space.
  86759. * @param distToJoint Optional distance from the impostor to the joint.
  86760. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86761. */
  86762. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  86763. /**
  86764. * Sync impostor to a bone
  86765. * @param bone The bone that the impostor will be synced to.
  86766. * @param boneMesh The mesh that the bone is influencing.
  86767. * @param jointPivot The pivot of the joint / bone in local space.
  86768. * @param distToJoint Optional distance from the impostor to the joint.
  86769. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  86770. * @param boneAxis Optional vector3 axis the bone is aligned with
  86771. */
  86772. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  86773. /**
  86774. * No-Imposter type
  86775. */
  86776. static NoImpostor: number;
  86777. /**
  86778. * Sphere-Imposter type
  86779. */
  86780. static SphereImpostor: number;
  86781. /**
  86782. * Box-Imposter type
  86783. */
  86784. static BoxImpostor: number;
  86785. /**
  86786. * Plane-Imposter type
  86787. */
  86788. static PlaneImpostor: number;
  86789. /**
  86790. * Mesh-imposter type
  86791. */
  86792. static MeshImpostor: number;
  86793. /**
  86794. * Capsule-Impostor type (Ammo.js plugin only)
  86795. */
  86796. static CapsuleImpostor: number;
  86797. /**
  86798. * Cylinder-Imposter type
  86799. */
  86800. static CylinderImpostor: number;
  86801. /**
  86802. * Particle-Imposter type
  86803. */
  86804. static ParticleImpostor: number;
  86805. /**
  86806. * Heightmap-Imposter type
  86807. */
  86808. static HeightmapImpostor: number;
  86809. /**
  86810. * ConvexHull-Impostor type (Ammo.js plugin only)
  86811. */
  86812. static ConvexHullImpostor: number;
  86813. /**
  86814. * Rope-Imposter type
  86815. */
  86816. static RopeImpostor: number;
  86817. /**
  86818. * Cloth-Imposter type
  86819. */
  86820. static ClothImpostor: number;
  86821. /**
  86822. * Softbody-Imposter type
  86823. */
  86824. static SoftbodyImpostor: number;
  86825. }
  86826. }
  86827. declare module BABYLON {
  86828. /**
  86829. * @hidden
  86830. **/
  86831. export class _CreationDataStorage {
  86832. closePath?: boolean;
  86833. closeArray?: boolean;
  86834. idx: number[];
  86835. dashSize: number;
  86836. gapSize: number;
  86837. path3D: Path3D;
  86838. pathArray: Vector3[][];
  86839. arc: number;
  86840. radius: number;
  86841. cap: number;
  86842. tessellation: number;
  86843. }
  86844. /**
  86845. * @hidden
  86846. **/
  86847. class _InstanceDataStorage {
  86848. visibleInstances: any;
  86849. batchCache: _InstancesBatch;
  86850. instancesBufferSize: number;
  86851. instancesBuffer: Nullable<Buffer>;
  86852. instancesData: Float32Array;
  86853. overridenInstanceCount: number;
  86854. isFrozen: boolean;
  86855. previousBatch: Nullable<_InstancesBatch>;
  86856. hardwareInstancedRendering: boolean;
  86857. sideOrientation: number;
  86858. }
  86859. /**
  86860. * @hidden
  86861. **/
  86862. export class _InstancesBatch {
  86863. mustReturn: boolean;
  86864. visibleInstances: Nullable<InstancedMesh[]>[];
  86865. renderSelf: boolean[];
  86866. hardwareInstancedRendering: boolean[];
  86867. }
  86868. /**
  86869. * Class used to represent renderable models
  86870. */
  86871. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  86872. /**
  86873. * Mesh side orientation : usually the external or front surface
  86874. */
  86875. static readonly FRONTSIDE: number;
  86876. /**
  86877. * Mesh side orientation : usually the internal or back surface
  86878. */
  86879. static readonly BACKSIDE: number;
  86880. /**
  86881. * Mesh side orientation : both internal and external or front and back surfaces
  86882. */
  86883. static readonly DOUBLESIDE: number;
  86884. /**
  86885. * Mesh side orientation : by default, `FRONTSIDE`
  86886. */
  86887. static readonly DEFAULTSIDE: number;
  86888. /**
  86889. * Mesh cap setting : no cap
  86890. */
  86891. static readonly NO_CAP: number;
  86892. /**
  86893. * Mesh cap setting : one cap at the beginning of the mesh
  86894. */
  86895. static readonly CAP_START: number;
  86896. /**
  86897. * Mesh cap setting : one cap at the end of the mesh
  86898. */
  86899. static readonly CAP_END: number;
  86900. /**
  86901. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  86902. */
  86903. static readonly CAP_ALL: number;
  86904. /**
  86905. * Mesh pattern setting : no flip or rotate
  86906. */
  86907. static readonly NO_FLIP: number;
  86908. /**
  86909. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  86910. */
  86911. static readonly FLIP_TILE: number;
  86912. /**
  86913. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  86914. */
  86915. static readonly ROTATE_TILE: number;
  86916. /**
  86917. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  86918. */
  86919. static readonly FLIP_ROW: number;
  86920. /**
  86921. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  86922. */
  86923. static readonly ROTATE_ROW: number;
  86924. /**
  86925. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  86926. */
  86927. static readonly FLIP_N_ROTATE_TILE: number;
  86928. /**
  86929. * Mesh pattern setting : rotate pattern and rotate
  86930. */
  86931. static readonly FLIP_N_ROTATE_ROW: number;
  86932. /**
  86933. * Mesh tile positioning : part tiles same on left/right or top/bottom
  86934. */
  86935. static readonly CENTER: number;
  86936. /**
  86937. * Mesh tile positioning : part tiles on left
  86938. */
  86939. static readonly LEFT: number;
  86940. /**
  86941. * Mesh tile positioning : part tiles on right
  86942. */
  86943. static readonly RIGHT: number;
  86944. /**
  86945. * Mesh tile positioning : part tiles on top
  86946. */
  86947. static readonly TOP: number;
  86948. /**
  86949. * Mesh tile positioning : part tiles on bottom
  86950. */
  86951. static readonly BOTTOM: number;
  86952. /**
  86953. * Gets the default side orientation.
  86954. * @param orientation the orientation to value to attempt to get
  86955. * @returns the default orientation
  86956. * @hidden
  86957. */
  86958. static _GetDefaultSideOrientation(orientation?: number): number;
  86959. private _internalMeshDataInfo;
  86960. /**
  86961. * An event triggered before rendering the mesh
  86962. */
  86963. readonly onBeforeRenderObservable: Observable<Mesh>;
  86964. /**
  86965. * An event triggered before binding the mesh
  86966. */
  86967. readonly onBeforeBindObservable: Observable<Mesh>;
  86968. /**
  86969. * An event triggered after rendering the mesh
  86970. */
  86971. readonly onAfterRenderObservable: Observable<Mesh>;
  86972. /**
  86973. * An event triggered before drawing the mesh
  86974. */
  86975. readonly onBeforeDrawObservable: Observable<Mesh>;
  86976. private _onBeforeDrawObserver;
  86977. /**
  86978. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  86979. */
  86980. onBeforeDraw: () => void;
  86981. /**
  86982. * Gets the delay loading state of the mesh (when delay loading is turned on)
  86983. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  86984. */
  86985. delayLoadState: number;
  86986. /**
  86987. * Gets the list of instances created from this mesh
  86988. * it is not supposed to be modified manually.
  86989. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  86990. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  86991. */
  86992. instances: InstancedMesh[];
  86993. /**
  86994. * Gets the file containing delay loading data for this mesh
  86995. */
  86996. delayLoadingFile: string;
  86997. /** @hidden */
  86998. _binaryInfo: any;
  86999. /**
  87000. * User defined function used to change how LOD level selection is done
  87001. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87002. */
  87003. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87004. /**
  87005. * Gets or sets the morph target manager
  87006. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87007. */
  87008. morphTargetManager: Nullable<MorphTargetManager>;
  87009. /** @hidden */
  87010. _creationDataStorage: Nullable<_CreationDataStorage>;
  87011. /** @hidden */
  87012. _geometry: Nullable<Geometry>;
  87013. /** @hidden */
  87014. _delayInfo: Array<string>;
  87015. /** @hidden */
  87016. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87017. /** @hidden */
  87018. _instanceDataStorage: _InstanceDataStorage;
  87019. private _effectiveMaterial;
  87020. /** @hidden */
  87021. _shouldGenerateFlatShading: boolean;
  87022. /** @hidden */
  87023. _originalBuilderSideOrientation: number;
  87024. /**
  87025. * Use this property to change the original side orientation defined at construction time
  87026. */
  87027. overrideMaterialSideOrientation: Nullable<number>;
  87028. /**
  87029. * Gets the source mesh (the one used to clone this one from)
  87030. */
  87031. readonly source: Nullable<Mesh>;
  87032. /**
  87033. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87034. */
  87035. isUnIndexed: boolean;
  87036. /**
  87037. * @constructor
  87038. * @param name The value used by scene.getMeshByName() to do a lookup.
  87039. * @param scene The scene to add this mesh to.
  87040. * @param parent The parent of this mesh, if it has one
  87041. * @param source An optional Mesh from which geometry is shared, cloned.
  87042. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87043. * When false, achieved by calling a clone(), also passing False.
  87044. * This will make creation of children, recursive.
  87045. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87046. */
  87047. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87048. /**
  87049. * Gets the class name
  87050. * @returns the string "Mesh".
  87051. */
  87052. getClassName(): string;
  87053. /** @hidden */
  87054. readonly _isMesh: boolean;
  87055. /**
  87056. * Returns a description of this mesh
  87057. * @param fullDetails define if full details about this mesh must be used
  87058. * @returns a descriptive string representing this mesh
  87059. */
  87060. toString(fullDetails?: boolean): string;
  87061. /** @hidden */
  87062. _unBindEffect(): void;
  87063. /**
  87064. * Gets a boolean indicating if this mesh has LOD
  87065. */
  87066. readonly hasLODLevels: boolean;
  87067. /**
  87068. * Gets the list of MeshLODLevel associated with the current mesh
  87069. * @returns an array of MeshLODLevel
  87070. */
  87071. getLODLevels(): MeshLODLevel[];
  87072. private _sortLODLevels;
  87073. /**
  87074. * Add a mesh as LOD level triggered at the given distance.
  87075. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87076. * @param distance The distance from the center of the object to show this level
  87077. * @param mesh The mesh to be added as LOD level (can be null)
  87078. * @return This mesh (for chaining)
  87079. */
  87080. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87081. /**
  87082. * Returns the LOD level mesh at the passed distance or null if not found.
  87083. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87084. * @param distance The distance from the center of the object to show this level
  87085. * @returns a Mesh or `null`
  87086. */
  87087. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87088. /**
  87089. * Remove a mesh from the LOD array
  87090. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87091. * @param mesh defines the mesh to be removed
  87092. * @return This mesh (for chaining)
  87093. */
  87094. removeLODLevel(mesh: Mesh): Mesh;
  87095. /**
  87096. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87097. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87098. * @param camera defines the camera to use to compute distance
  87099. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87100. * @return This mesh (for chaining)
  87101. */
  87102. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87103. /**
  87104. * Gets the mesh internal Geometry object
  87105. */
  87106. readonly geometry: Nullable<Geometry>;
  87107. /**
  87108. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87109. * @returns the total number of vertices
  87110. */
  87111. getTotalVertices(): number;
  87112. /**
  87113. * Returns the content of an associated vertex buffer
  87114. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87115. * - VertexBuffer.PositionKind
  87116. * - VertexBuffer.UVKind
  87117. * - VertexBuffer.UV2Kind
  87118. * - VertexBuffer.UV3Kind
  87119. * - VertexBuffer.UV4Kind
  87120. * - VertexBuffer.UV5Kind
  87121. * - VertexBuffer.UV6Kind
  87122. * - VertexBuffer.ColorKind
  87123. * - VertexBuffer.MatricesIndicesKind
  87124. * - VertexBuffer.MatricesIndicesExtraKind
  87125. * - VertexBuffer.MatricesWeightsKind
  87126. * - VertexBuffer.MatricesWeightsExtraKind
  87127. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  87128. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87129. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87130. */
  87131. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87132. /**
  87133. * Returns the mesh VertexBuffer object from the requested `kind`
  87134. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87135. * - VertexBuffer.PositionKind
  87136. * - VertexBuffer.NormalKind
  87137. * - VertexBuffer.UVKind
  87138. * - VertexBuffer.UV2Kind
  87139. * - VertexBuffer.UV3Kind
  87140. * - VertexBuffer.UV4Kind
  87141. * - VertexBuffer.UV5Kind
  87142. * - VertexBuffer.UV6Kind
  87143. * - VertexBuffer.ColorKind
  87144. * - VertexBuffer.MatricesIndicesKind
  87145. * - VertexBuffer.MatricesIndicesExtraKind
  87146. * - VertexBuffer.MatricesWeightsKind
  87147. * - VertexBuffer.MatricesWeightsExtraKind
  87148. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87149. */
  87150. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87151. /**
  87152. * Tests if a specific vertex buffer is associated with this mesh
  87153. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87154. * - VertexBuffer.PositionKind
  87155. * - VertexBuffer.NormalKind
  87156. * - VertexBuffer.UVKind
  87157. * - VertexBuffer.UV2Kind
  87158. * - VertexBuffer.UV3Kind
  87159. * - VertexBuffer.UV4Kind
  87160. * - VertexBuffer.UV5Kind
  87161. * - VertexBuffer.UV6Kind
  87162. * - VertexBuffer.ColorKind
  87163. * - VertexBuffer.MatricesIndicesKind
  87164. * - VertexBuffer.MatricesIndicesExtraKind
  87165. * - VertexBuffer.MatricesWeightsKind
  87166. * - VertexBuffer.MatricesWeightsExtraKind
  87167. * @returns a boolean
  87168. */
  87169. isVerticesDataPresent(kind: string): boolean;
  87170. /**
  87171. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87172. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87173. * - VertexBuffer.PositionKind
  87174. * - VertexBuffer.UVKind
  87175. * - VertexBuffer.UV2Kind
  87176. * - VertexBuffer.UV3Kind
  87177. * - VertexBuffer.UV4Kind
  87178. * - VertexBuffer.UV5Kind
  87179. * - VertexBuffer.UV6Kind
  87180. * - VertexBuffer.ColorKind
  87181. * - VertexBuffer.MatricesIndicesKind
  87182. * - VertexBuffer.MatricesIndicesExtraKind
  87183. * - VertexBuffer.MatricesWeightsKind
  87184. * - VertexBuffer.MatricesWeightsExtraKind
  87185. * @returns a boolean
  87186. */
  87187. isVertexBufferUpdatable(kind: string): boolean;
  87188. /**
  87189. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87190. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87191. * - VertexBuffer.PositionKind
  87192. * - VertexBuffer.NormalKind
  87193. * - VertexBuffer.UVKind
  87194. * - VertexBuffer.UV2Kind
  87195. * - VertexBuffer.UV3Kind
  87196. * - VertexBuffer.UV4Kind
  87197. * - VertexBuffer.UV5Kind
  87198. * - VertexBuffer.UV6Kind
  87199. * - VertexBuffer.ColorKind
  87200. * - VertexBuffer.MatricesIndicesKind
  87201. * - VertexBuffer.MatricesIndicesExtraKind
  87202. * - VertexBuffer.MatricesWeightsKind
  87203. * - VertexBuffer.MatricesWeightsExtraKind
  87204. * @returns an array of strings
  87205. */
  87206. getVerticesDataKinds(): string[];
  87207. /**
  87208. * Returns a positive integer : the total number of indices in this mesh geometry.
  87209. * @returns the numner of indices or zero if the mesh has no geometry.
  87210. */
  87211. getTotalIndices(): number;
  87212. /**
  87213. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87214. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  87215. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87216. * @returns the indices array or an empty array if the mesh has no geometry
  87217. */
  87218. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87219. readonly isBlocked: boolean;
  87220. /**
  87221. * Determine if the current mesh is ready to be rendered
  87222. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87223. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87224. * @returns true if all associated assets are ready (material, textures, shaders)
  87225. */
  87226. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87227. /**
  87228. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  87229. */
  87230. readonly areNormalsFrozen: boolean;
  87231. /**
  87232. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  87233. * @returns the current mesh
  87234. */
  87235. freezeNormals(): Mesh;
  87236. /**
  87237. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  87238. * @returns the current mesh
  87239. */
  87240. unfreezeNormals(): Mesh;
  87241. /**
  87242. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87243. */
  87244. overridenInstanceCount: number;
  87245. /** @hidden */
  87246. _preActivate(): Mesh;
  87247. /** @hidden */
  87248. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87249. /** @hidden */
  87250. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87251. /**
  87252. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87253. * This means the mesh underlying bounding box and sphere are recomputed.
  87254. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87255. * @returns the current mesh
  87256. */
  87257. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87258. /** @hidden */
  87259. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87260. /**
  87261. * This function will subdivide the mesh into multiple submeshes
  87262. * @param count defines the expected number of submeshes
  87263. */
  87264. subdivide(count: number): void;
  87265. /**
  87266. * Copy a FloatArray into a specific associated vertex buffer
  87267. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87268. * - VertexBuffer.PositionKind
  87269. * - VertexBuffer.UVKind
  87270. * - VertexBuffer.UV2Kind
  87271. * - VertexBuffer.UV3Kind
  87272. * - VertexBuffer.UV4Kind
  87273. * - VertexBuffer.UV5Kind
  87274. * - VertexBuffer.UV6Kind
  87275. * - VertexBuffer.ColorKind
  87276. * - VertexBuffer.MatricesIndicesKind
  87277. * - VertexBuffer.MatricesIndicesExtraKind
  87278. * - VertexBuffer.MatricesWeightsKind
  87279. * - VertexBuffer.MatricesWeightsExtraKind
  87280. * @param data defines the data source
  87281. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87282. * @param stride defines the data stride size (can be null)
  87283. * @returns the current mesh
  87284. */
  87285. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87286. /**
  87287. * Flags an associated vertex buffer as updatable
  87288. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87289. * - VertexBuffer.PositionKind
  87290. * - VertexBuffer.UVKind
  87291. * - VertexBuffer.UV2Kind
  87292. * - VertexBuffer.UV3Kind
  87293. * - VertexBuffer.UV4Kind
  87294. * - VertexBuffer.UV5Kind
  87295. * - VertexBuffer.UV6Kind
  87296. * - VertexBuffer.ColorKind
  87297. * - VertexBuffer.MatricesIndicesKind
  87298. * - VertexBuffer.MatricesIndicesExtraKind
  87299. * - VertexBuffer.MatricesWeightsKind
  87300. * - VertexBuffer.MatricesWeightsExtraKind
  87301. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87302. */
  87303. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87304. /**
  87305. * Sets the mesh global Vertex Buffer
  87306. * @param buffer defines the buffer to use
  87307. * @returns the current mesh
  87308. */
  87309. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87310. /**
  87311. * Update a specific associated vertex buffer
  87312. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87313. * - VertexBuffer.PositionKind
  87314. * - VertexBuffer.UVKind
  87315. * - VertexBuffer.UV2Kind
  87316. * - VertexBuffer.UV3Kind
  87317. * - VertexBuffer.UV4Kind
  87318. * - VertexBuffer.UV5Kind
  87319. * - VertexBuffer.UV6Kind
  87320. * - VertexBuffer.ColorKind
  87321. * - VertexBuffer.MatricesIndicesKind
  87322. * - VertexBuffer.MatricesIndicesExtraKind
  87323. * - VertexBuffer.MatricesWeightsKind
  87324. * - VertexBuffer.MatricesWeightsExtraKind
  87325. * @param data defines the data source
  87326. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87327. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  87328. * @returns the current mesh
  87329. */
  87330. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87331. /**
  87332. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87333. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87334. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87335. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87336. * @returns the current mesh
  87337. */
  87338. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87339. /**
  87340. * Creates a un-shared specific occurence of the geometry for the mesh.
  87341. * @returns the current mesh
  87342. */
  87343. makeGeometryUnique(): Mesh;
  87344. /**
  87345. * Set the index buffer of this mesh
  87346. * @param indices defines the source data
  87347. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87348. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87349. * @returns the current mesh
  87350. */
  87351. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87352. /**
  87353. * Update the current index buffer
  87354. * @param indices defines the source data
  87355. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87356. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  87357. * @returns the current mesh
  87358. */
  87359. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87360. /**
  87361. * Invert the geometry to move from a right handed system to a left handed one.
  87362. * @returns the current mesh
  87363. */
  87364. toLeftHanded(): Mesh;
  87365. /** @hidden */
  87366. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87367. /** @hidden */
  87368. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87369. /**
  87370. * Registers for this mesh a javascript function called just before the rendering process
  87371. * @param func defines the function to call before rendering this mesh
  87372. * @returns the current mesh
  87373. */
  87374. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87375. /**
  87376. * Disposes a previously registered javascript function called before the rendering
  87377. * @param func defines the function to remove
  87378. * @returns the current mesh
  87379. */
  87380. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87381. /**
  87382. * Registers for this mesh a javascript function called just after the rendering is complete
  87383. * @param func defines the function to call after rendering this mesh
  87384. * @returns the current mesh
  87385. */
  87386. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87387. /**
  87388. * Disposes a previously registered javascript function called after the rendering.
  87389. * @param func defines the function to remove
  87390. * @returns the current mesh
  87391. */
  87392. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87393. /** @hidden */
  87394. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87395. /** @hidden */
  87396. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87397. /** @hidden */
  87398. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87399. /** @hidden */
  87400. _rebuild(): void;
  87401. /** @hidden */
  87402. _freeze(): void;
  87403. /** @hidden */
  87404. _unFreeze(): void;
  87405. /**
  87406. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  87407. * @param subMesh defines the subMesh to render
  87408. * @param enableAlphaMode defines if alpha mode can be changed
  87409. * @returns the current mesh
  87410. */
  87411. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87412. private _onBeforeDraw;
  87413. /**
  87414. * Renormalize the mesh and patch it up if there are no weights
  87415. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87416. * However in the case of zero weights then we set just a single influence to 1.
  87417. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87418. */
  87419. cleanMatrixWeights(): void;
  87420. private normalizeSkinFourWeights;
  87421. private normalizeSkinWeightsAndExtra;
  87422. /**
  87423. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87424. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87425. * the user know there was an issue with importing the mesh
  87426. * @returns a validation object with skinned, valid and report string
  87427. */
  87428. validateSkinning(): {
  87429. skinned: boolean;
  87430. valid: boolean;
  87431. report: string;
  87432. };
  87433. /** @hidden */
  87434. _checkDelayState(): Mesh;
  87435. private _queueLoad;
  87436. /**
  87437. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87438. * A mesh is in the frustum if its bounding box intersects the frustum
  87439. * @param frustumPlanes defines the frustum to test
  87440. * @returns true if the mesh is in the frustum planes
  87441. */
  87442. isInFrustum(frustumPlanes: Plane[]): boolean;
  87443. /**
  87444. * Sets the mesh material by the material or multiMaterial `id` property
  87445. * @param id is a string identifying the material or the multiMaterial
  87446. * @returns the current mesh
  87447. */
  87448. setMaterialByID(id: string): Mesh;
  87449. /**
  87450. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87451. * @returns an array of IAnimatable
  87452. */
  87453. getAnimatables(): IAnimatable[];
  87454. /**
  87455. * Modifies the mesh geometry according to the passed transformation matrix.
  87456. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87457. * The mesh normals are modified using the same transformation.
  87458. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87459. * @param transform defines the transform matrix to use
  87460. * @see http://doc.babylonjs.com/resources/baking_transformations
  87461. * @returns the current mesh
  87462. */
  87463. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87464. /**
  87465. * Modifies the mesh geometry according to its own current World Matrix.
  87466. * The mesh World Matrix is then reset.
  87467. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87468. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87469. * @see http://doc.babylonjs.com/resources/baking_transformations
  87470. * @returns the current mesh
  87471. */
  87472. bakeCurrentTransformIntoVertices(): Mesh;
  87473. /** @hidden */
  87474. readonly _positions: Nullable<Vector3[]>;
  87475. /** @hidden */
  87476. _resetPointsArrayCache(): Mesh;
  87477. /** @hidden */
  87478. _generatePointsArray(): boolean;
  87479. /**
  87480. * Returns a new Mesh object generated from the current mesh properties.
  87481. * This method must not get confused with createInstance()
  87482. * @param name is a string, the name given to the new mesh
  87483. * @param newParent can be any Node object (default `null`)
  87484. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87485. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87486. * @returns a new mesh
  87487. */
  87488. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87489. /**
  87490. * Releases resources associated with this mesh.
  87491. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87492. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87493. */
  87494. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87495. /**
  87496. * Modifies the mesh geometry according to a displacement map.
  87497. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  87498. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87499. * @param url is a string, the URL from the image file is to be downloaded.
  87500. * @param minHeight is the lower limit of the displacement.
  87501. * @param maxHeight is the upper limit of the displacement.
  87502. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  87503. * @param uvOffset is an optional vector2 used to offset UV.
  87504. * @param uvScale is an optional vector2 used to scale UV.
  87505. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87506. * @returns the Mesh.
  87507. */
  87508. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87509. /**
  87510. * Modifies the mesh geometry according to a displacementMap buffer.
  87511. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  87512. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87513. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87514. * @param heightMapWidth is the width of the buffer image.
  87515. * @param heightMapHeight is the height of the buffer image.
  87516. * @param minHeight is the lower limit of the displacement.
  87517. * @param maxHeight is the upper limit of the displacement.
  87518. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  87519. * @param uvOffset is an optional vector2 used to offset UV.
  87520. * @param uvScale is an optional vector2 used to scale UV.
  87521. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  87522. * @returns the Mesh.
  87523. */
  87524. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87525. /**
  87526. * Modify the mesh to get a flat shading rendering.
  87527. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87528. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87529. * @returns current mesh
  87530. */
  87531. convertToFlatShadedMesh(): Mesh;
  87532. /**
  87533. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87534. * In other words, more vertices, no more indices and a single bigger VBO.
  87535. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87536. * @returns current mesh
  87537. */
  87538. convertToUnIndexedMesh(): Mesh;
  87539. /**
  87540. * Inverses facet orientations.
  87541. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87542. * @param flipNormals will also inverts the normals
  87543. * @returns current mesh
  87544. */
  87545. flipFaces(flipNormals?: boolean): Mesh;
  87546. /**
  87547. * Increase the number of facets and hence vertices in a mesh
  87548. * Vertex normals are interpolated from existing vertex normals
  87549. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87550. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87551. */
  87552. increaseVertices(numberPerEdge: number): void;
  87553. /**
  87554. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87555. * This will undo any application of covertToFlatShadedMesh
  87556. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87557. */
  87558. forceSharedVertices(): void;
  87559. /** @hidden */
  87560. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87561. /** @hidden */
  87562. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87563. /**
  87564. * Creates a new InstancedMesh object from the mesh model.
  87565. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87566. * @param name defines the name of the new instance
  87567. * @returns a new InstancedMesh
  87568. */
  87569. createInstance(name: string): InstancedMesh;
  87570. /**
  87571. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87572. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87573. * @returns the current mesh
  87574. */
  87575. synchronizeInstances(): Mesh;
  87576. /**
  87577. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87578. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87579. * This should be used together with the simplification to avoid disappearing triangles.
  87580. * @param successCallback an optional success callback to be called after the optimization finished.
  87581. * @returns the current mesh
  87582. */
  87583. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87584. /**
  87585. * Serialize current mesh
  87586. * @param serializationObject defines the object which will receive the serialization data
  87587. */
  87588. serialize(serializationObject: any): void;
  87589. /** @hidden */
  87590. _syncGeometryWithMorphTargetManager(): void;
  87591. /** @hidden */
  87592. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87593. /**
  87594. * Returns a new Mesh object parsed from the source provided.
  87595. * @param parsedMesh is the source
  87596. * @param scene defines the hosting scene
  87597. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87598. * @returns a new Mesh
  87599. */
  87600. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87601. /**
  87602. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87603. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87604. * @param name defines the name of the mesh to create
  87605. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87606. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87607. * @param closePath creates a seam between the first and the last points of each path of the path array
  87608. * @param offset is taken in account only if the `pathArray` is containing a single path
  87609. * @param scene defines the hosting scene
  87610. * @param updatable defines if the mesh must be flagged as updatable
  87611. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87612. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  87613. * @returns a new Mesh
  87614. */
  87615. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87616. /**
  87617. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87618. * @param name defines the name of the mesh to create
  87619. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87620. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  87621. * @param scene defines the hosting scene
  87622. * @param updatable defines if the mesh must be flagged as updatable
  87623. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87624. * @returns a new Mesh
  87625. */
  87626. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87627. /**
  87628. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87629. * @param name defines the name of the mesh to create
  87630. * @param size sets the size (float) of each box side (default 1)
  87631. * @param scene defines the hosting scene
  87632. * @param updatable defines if the mesh must be flagged as updatable
  87633. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87634. * @returns a new Mesh
  87635. */
  87636. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87637. /**
  87638. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87639. * @param name defines the name of the mesh to create
  87640. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87641. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87642. * @param scene defines the hosting scene
  87643. * @param updatable defines if the mesh must be flagged as updatable
  87644. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87645. * @returns a new Mesh
  87646. */
  87647. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87648. /**
  87649. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87650. * @param name defines the name of the mesh to create
  87651. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87652. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87653. * @param scene defines the hosting scene
  87654. * @returns a new Mesh
  87655. */
  87656. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87657. /**
  87658. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87659. * @param name defines the name of the mesh to create
  87660. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87661. * @param diameterTop set the top cap diameter (floats, default 1)
  87662. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87663. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87664. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87665. * @param scene defines the hosting scene
  87666. * @param updatable defines if the mesh must be flagged as updatable
  87667. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87668. * @returns a new Mesh
  87669. */
  87670. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87671. /**
  87672. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87673. * @param name defines the name of the mesh to create
  87674. * @param diameter sets the diameter size (float) of the torus (default 1)
  87675. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87676. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87677. * @param scene defines the hosting scene
  87678. * @param updatable defines if the mesh must be flagged as updatable
  87679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87680. * @returns a new Mesh
  87681. */
  87682. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87683. /**
  87684. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87685. * @param name defines the name of the mesh to create
  87686. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87687. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87688. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87689. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87690. * @param p the number of windings on X axis (positive integers, default 2)
  87691. * @param q the number of windings on Y axis (positive integers, default 3)
  87692. * @param scene defines the hosting scene
  87693. * @param updatable defines if the mesh must be flagged as updatable
  87694. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87695. * @returns a new Mesh
  87696. */
  87697. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87698. /**
  87699. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87700. * @param name defines the name of the mesh to create
  87701. * @param points is an array successive Vector3
  87702. * @param scene defines the hosting scene
  87703. * @param updatable defines if the mesh must be flagged as updatable
  87704. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  87705. * @returns a new Mesh
  87706. */
  87707. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87708. /**
  87709. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87710. * @param name defines the name of the mesh to create
  87711. * @param points is an array successive Vector3
  87712. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87713. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87714. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87715. * @param scene defines the hosting scene
  87716. * @param updatable defines if the mesh must be flagged as updatable
  87717. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  87718. * @returns a new Mesh
  87719. */
  87720. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87721. /**
  87722. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87723. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87724. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  87725. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87726. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87727. * Remember you can only change the shape positions, not their number when updating a polygon.
  87728. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87729. * @param name defines the name of the mesh to create
  87730. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  87731. * @param scene defines the hosting scene
  87732. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87733. * @param updatable defines if the mesh must be flagged as updatable
  87734. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87735. * @param earcutInjection can be used to inject your own earcut reference
  87736. * @returns a new Mesh
  87737. */
  87738. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87739. /**
  87740. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  87741. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  87742. * @param name defines the name of the mesh to create
  87743. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  87744. * @param depth defines the height of extrusion
  87745. * @param scene defines the hosting scene
  87746. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87747. * @param updatable defines if the mesh must be flagged as updatable
  87748. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87749. * @param earcutInjection can be used to inject your own earcut reference
  87750. * @returns a new Mesh
  87751. */
  87752. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  87753. /**
  87754. * Creates an extruded shape mesh.
  87755. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  87756. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87757. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87758. * @param name defines the name of the mesh to create
  87759. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  87760. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87761. * @param scale is the value to scale the shape
  87762. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  87763. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  87764. * @param scene defines the hosting scene
  87765. * @param updatable defines if the mesh must be flagged as updatable
  87766. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87767. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  87768. * @returns a new Mesh
  87769. */
  87770. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87771. /**
  87772. * Creates an custom extruded shape mesh.
  87773. * The custom extrusion is a parametric shape.
  87774. * It has no predefined shape. Its final shape will depend on the input parameters.
  87775. * Please consider using the same method from the MeshBuilder class instead
  87776. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  87777. * @param name defines the name of the mesh to create
  87778. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  87779. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  87780. * @param scaleFunction is a custom Javascript function called on each path point
  87781. * @param rotationFunction is a custom Javascript function called on each path point
  87782. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  87783. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  87784. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  87785. * @param scene defines the hosting scene
  87786. * @param updatable defines if the mesh must be flagged as updatable
  87787. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87788. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  87789. * @returns a new Mesh
  87790. */
  87791. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87792. /**
  87793. * Creates lathe mesh.
  87794. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  87795. * Please consider using the same method from the MeshBuilder class instead
  87796. * @param name defines the name of the mesh to create
  87797. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  87798. * @param radius is the radius value of the lathe
  87799. * @param tessellation is the side number of the lathe.
  87800. * @param scene defines the hosting scene
  87801. * @param updatable defines if the mesh must be flagged as updatable
  87802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87803. * @returns a new Mesh
  87804. */
  87805. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87806. /**
  87807. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  87808. * @param name defines the name of the mesh to create
  87809. * @param size sets the size (float) of both sides of the plane at once (default 1)
  87810. * @param scene defines the hosting scene
  87811. * @param updatable defines if the mesh must be flagged as updatable
  87812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87813. * @returns a new Mesh
  87814. */
  87815. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87816. /**
  87817. * Creates a ground mesh.
  87818. * Please consider using the same method from the MeshBuilder class instead
  87819. * @param name defines the name of the mesh to create
  87820. * @param width set the width of the ground
  87821. * @param height set the height of the ground
  87822. * @param subdivisions sets the number of subdivisions per side
  87823. * @param scene defines the hosting scene
  87824. * @param updatable defines if the mesh must be flagged as updatable
  87825. * @returns a new Mesh
  87826. */
  87827. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  87828. /**
  87829. * Creates a tiled ground mesh.
  87830. * Please consider using the same method from the MeshBuilder class instead
  87831. * @param name defines the name of the mesh to create
  87832. * @param xmin set the ground minimum X coordinate
  87833. * @param zmin set the ground minimum Y coordinate
  87834. * @param xmax set the ground maximum X coordinate
  87835. * @param zmax set the ground maximum Z coordinate
  87836. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  87837. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  87838. * @param scene defines the hosting scene
  87839. * @param updatable defines if the mesh must be flagged as updatable
  87840. * @returns a new Mesh
  87841. */
  87842. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  87843. w: number;
  87844. h: number;
  87845. }, precision: {
  87846. w: number;
  87847. h: number;
  87848. }, scene: Scene, updatable?: boolean): Mesh;
  87849. /**
  87850. * Creates a ground mesh from a height map.
  87851. * Please consider using the same method from the MeshBuilder class instead
  87852. * @see http://doc.babylonjs.com/babylon101/height_map
  87853. * @param name defines the name of the mesh to create
  87854. * @param url sets the URL of the height map image resource
  87855. * @param width set the ground width size
  87856. * @param height set the ground height size
  87857. * @param subdivisions sets the number of subdivision per side
  87858. * @param minHeight is the minimum altitude on the ground
  87859. * @param maxHeight is the maximum altitude on the ground
  87860. * @param scene defines the hosting scene
  87861. * @param updatable defines if the mesh must be flagged as updatable
  87862. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  87863. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  87864. * @returns a new Mesh
  87865. */
  87866. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  87867. /**
  87868. * Creates a tube mesh.
  87869. * The tube is a parametric shape.
  87870. * It has no predefined shape. Its final shape will depend on the input parameters.
  87871. * Please consider using the same method from the MeshBuilder class instead
  87872. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87873. * @param name defines the name of the mesh to create
  87874. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  87875. * @param radius sets the tube radius size
  87876. * @param tessellation is the number of sides on the tubular surface
  87877. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  87878. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  87879. * @param scene defines the hosting scene
  87880. * @param updatable defines if the mesh must be flagged as updatable
  87881. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87882. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  87883. * @returns a new Mesh
  87884. */
  87885. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  87886. (i: number, distance: number): number;
  87887. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87888. /**
  87889. * Creates a polyhedron mesh.
  87890. * Please consider using the same method from the MeshBuilder class instead.
  87891. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  87892. * * The parameter `size` (positive float, default 1) sets the polygon size
  87893. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  87894. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  87895. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  87896. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  87897. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  87898. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  87899. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87900. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  87901. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87902. * @param name defines the name of the mesh to create
  87903. * @param options defines the options used to create the mesh
  87904. * @param scene defines the hosting scene
  87905. * @returns a new Mesh
  87906. */
  87907. static CreatePolyhedron(name: string, options: {
  87908. type?: number;
  87909. size?: number;
  87910. sizeX?: number;
  87911. sizeY?: number;
  87912. sizeZ?: number;
  87913. custom?: any;
  87914. faceUV?: Vector4[];
  87915. faceColors?: Color4[];
  87916. updatable?: boolean;
  87917. sideOrientation?: number;
  87918. }, scene: Scene): Mesh;
  87919. /**
  87920. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  87921. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  87922. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  87923. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  87924. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  87925. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87926. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  87927. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  87928. * @param name defines the name of the mesh
  87929. * @param options defines the options used to create the mesh
  87930. * @param scene defines the hosting scene
  87931. * @returns a new Mesh
  87932. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  87933. */
  87934. static CreateIcoSphere(name: string, options: {
  87935. radius?: number;
  87936. flat?: boolean;
  87937. subdivisions?: number;
  87938. sideOrientation?: number;
  87939. updatable?: boolean;
  87940. }, scene: Scene): Mesh;
  87941. /**
  87942. * Creates a decal mesh.
  87943. * Please consider using the same method from the MeshBuilder class instead.
  87944. * A decal is a mesh usually applied as a model onto the surface of another mesh
  87945. * @param name defines the name of the mesh
  87946. * @param sourceMesh defines the mesh receiving the decal
  87947. * @param position sets the position of the decal in world coordinates
  87948. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  87949. * @param size sets the decal scaling
  87950. * @param angle sets the angle to rotate the decal
  87951. * @returns a new Mesh
  87952. */
  87953. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  87954. /**
  87955. * Prepare internal position array for software CPU skinning
  87956. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  87957. */
  87958. setPositionsForCPUSkinning(): Float32Array;
  87959. /**
  87960. * Prepare internal normal array for software CPU skinning
  87961. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  87962. */
  87963. setNormalsForCPUSkinning(): Float32Array;
  87964. /**
  87965. * Updates the vertex buffer by applying transformation from the bones
  87966. * @param skeleton defines the skeleton to apply to current mesh
  87967. * @returns the current mesh
  87968. */
  87969. applySkeleton(skeleton: Skeleton): Mesh;
  87970. /**
  87971. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  87972. * @param meshes defines the list of meshes to scan
  87973. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  87974. */
  87975. static MinMax(meshes: AbstractMesh[]): {
  87976. min: Vector3;
  87977. max: Vector3;
  87978. };
  87979. /**
  87980. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  87981. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  87982. * @returns a vector3
  87983. */
  87984. static Center(meshesOrMinMaxVector: {
  87985. min: Vector3;
  87986. max: Vector3;
  87987. } | AbstractMesh[]): Vector3;
  87988. /**
  87989. * Merge the array of meshes into a single mesh for performance reasons.
  87990. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  87991. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  87992. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  87993. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  87994. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  87995. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  87996. * @returns a new mesh
  87997. */
  87998. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  87999. /** @hidden */
  88000. addInstance(instance: InstancedMesh): void;
  88001. /** @hidden */
  88002. removeInstance(instance: InstancedMesh): void;
  88003. }
  88004. }
  88005. declare module BABYLON {
  88006. /**
  88007. * This is the base class of all the camera used in the application.
  88008. * @see http://doc.babylonjs.com/features/cameras
  88009. */
  88010. export class Camera extends Node {
  88011. /** @hidden */
  88012. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88013. /**
  88014. * This is the default projection mode used by the cameras.
  88015. * It helps recreating a feeling of perspective and better appreciate depth.
  88016. * This is the best way to simulate real life cameras.
  88017. */
  88018. static readonly PERSPECTIVE_CAMERA: number;
  88019. /**
  88020. * This helps creating camera with an orthographic mode.
  88021. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  88022. */
  88023. static readonly ORTHOGRAPHIC_CAMERA: number;
  88024. /**
  88025. * This is the default FOV mode for perspective cameras.
  88026. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88027. */
  88028. static readonly FOVMODE_VERTICAL_FIXED: number;
  88029. /**
  88030. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88031. */
  88032. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88033. /**
  88034. * This specifies ther is no need for a camera rig.
  88035. * Basically only one eye is rendered corresponding to the camera.
  88036. */
  88037. static readonly RIG_MODE_NONE: number;
  88038. /**
  88039. * Simulates a camera Rig with one blue eye and one red eye.
  88040. * This can be use with 3d blue and red glasses.
  88041. */
  88042. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88043. /**
  88044. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88045. */
  88046. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88047. /**
  88048. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88049. */
  88050. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88051. /**
  88052. * Defines that both eyes of the camera will be rendered over under each other.
  88053. */
  88054. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88055. /**
  88056. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88057. */
  88058. static readonly RIG_MODE_VR: number;
  88059. /**
  88060. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88061. */
  88062. static readonly RIG_MODE_WEBVR: number;
  88063. /**
  88064. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88065. */
  88066. static readonly RIG_MODE_CUSTOM: number;
  88067. /**
  88068. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88069. */
  88070. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88071. /**
  88072. * Define the input manager associated with the camera.
  88073. */
  88074. inputs: CameraInputsManager<Camera>;
  88075. /** @hidden */
  88076. _position: Vector3;
  88077. /**
  88078. * Define the current local position of the camera in the scene
  88079. */
  88080. position: Vector3;
  88081. /**
  88082. * The vector the camera should consider as up.
  88083. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88084. */
  88085. upVector: Vector3;
  88086. /**
  88087. * Define the current limit on the left side for an orthographic camera
  88088. * In scene unit
  88089. */
  88090. orthoLeft: Nullable<number>;
  88091. /**
  88092. * Define the current limit on the right side for an orthographic camera
  88093. * In scene unit
  88094. */
  88095. orthoRight: Nullable<number>;
  88096. /**
  88097. * Define the current limit on the bottom side for an orthographic camera
  88098. * In scene unit
  88099. */
  88100. orthoBottom: Nullable<number>;
  88101. /**
  88102. * Define the current limit on the top side for an orthographic camera
  88103. * In scene unit
  88104. */
  88105. orthoTop: Nullable<number>;
  88106. /**
  88107. * Field Of View is set in Radians. (default is 0.8)
  88108. */
  88109. fov: number;
  88110. /**
  88111. * Define the minimum distance the camera can see from.
  88112. * This is important to note that the depth buffer are not infinite and the closer it starts
  88113. * the more your scene might encounter depth fighting issue.
  88114. */
  88115. minZ: number;
  88116. /**
  88117. * Define the maximum distance the camera can see to.
  88118. * This is important to note that the depth buffer are not infinite and the further it end
  88119. * the more your scene might encounter depth fighting issue.
  88120. */
  88121. maxZ: number;
  88122. /**
  88123. * Define the default inertia of the camera.
  88124. * This helps giving a smooth feeling to the camera movement.
  88125. */
  88126. inertia: number;
  88127. /**
  88128. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88129. */
  88130. mode: number;
  88131. /**
  88132. * Define wether the camera is intermediate.
  88133. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88134. */
  88135. isIntermediate: boolean;
  88136. /**
  88137. * Define the viewport of the camera.
  88138. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88139. */
  88140. viewport: Viewport;
  88141. /**
  88142. * Restricts the camera to viewing objects with the same layerMask.
  88143. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88144. */
  88145. layerMask: number;
  88146. /**
  88147. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88148. */
  88149. fovMode: number;
  88150. /**
  88151. * Rig mode of the camera.
  88152. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88153. * This is normally controlled byt the camera themselves as internal use.
  88154. */
  88155. cameraRigMode: number;
  88156. /**
  88157. * Defines the distance between both "eyes" in case of a RIG
  88158. */
  88159. interaxialDistance: number;
  88160. /**
  88161. * Defines if stereoscopic rendering is done side by side or over under.
  88162. */
  88163. isStereoscopicSideBySide: boolean;
  88164. /**
  88165. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  88166. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88167. * else in the scene. (Eg. security camera)
  88168. *
  88169. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  88170. */
  88171. customRenderTargets: RenderTargetTexture[];
  88172. /**
  88173. * When set, the camera will render to this render target instead of the default canvas
  88174. *
  88175. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88176. */
  88177. outputRenderTarget: Nullable<RenderTargetTexture>;
  88178. /**
  88179. * Observable triggered when the camera view matrix has changed.
  88180. */
  88181. onViewMatrixChangedObservable: Observable<Camera>;
  88182. /**
  88183. * Observable triggered when the camera Projection matrix has changed.
  88184. */
  88185. onProjectionMatrixChangedObservable: Observable<Camera>;
  88186. /**
  88187. * Observable triggered when the inputs have been processed.
  88188. */
  88189. onAfterCheckInputsObservable: Observable<Camera>;
  88190. /**
  88191. * Observable triggered when reset has been called and applied to the camera.
  88192. */
  88193. onRestoreStateObservable: Observable<Camera>;
  88194. /** @hidden */
  88195. _cameraRigParams: any;
  88196. /** @hidden */
  88197. _rigCameras: Camera[];
  88198. /** @hidden */
  88199. _rigPostProcess: Nullable<PostProcess>;
  88200. protected _webvrViewMatrix: Matrix;
  88201. /** @hidden */
  88202. _skipRendering: boolean;
  88203. /** @hidden */
  88204. _projectionMatrix: Matrix;
  88205. /** @hidden */
  88206. _postProcesses: Nullable<PostProcess>[];
  88207. /** @hidden */
  88208. _activeMeshes: SmartArray<AbstractMesh>;
  88209. protected _globalPosition: Vector3;
  88210. /** @hidden */
  88211. _computedViewMatrix: Matrix;
  88212. private _doNotComputeProjectionMatrix;
  88213. private _transformMatrix;
  88214. private _frustumPlanes;
  88215. private _refreshFrustumPlanes;
  88216. private _storedFov;
  88217. private _stateStored;
  88218. /**
  88219. * Instantiates a new camera object.
  88220. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88221. * @see http://doc.babylonjs.com/features/cameras
  88222. * @param name Defines the name of the camera in the scene
  88223. * @param position Defines the position of the camera
  88224. * @param scene Defines the scene the camera belongs too
  88225. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88226. */
  88227. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88228. /**
  88229. * Store current camera state (fov, position, etc..)
  88230. * @returns the camera
  88231. */
  88232. storeState(): Camera;
  88233. /**
  88234. * Restores the camera state values if it has been stored. You must call storeState() first
  88235. */
  88236. protected _restoreStateValues(): boolean;
  88237. /**
  88238. * Restored camera state. You must call storeState() first.
  88239. * @returns true if restored and false otherwise
  88240. */
  88241. restoreState(): boolean;
  88242. /**
  88243. * Gets the class name of the camera.
  88244. * @returns the class name
  88245. */
  88246. getClassName(): string;
  88247. /** @hidden */
  88248. readonly _isCamera: boolean;
  88249. /**
  88250. * Gets a string representation of the camera useful for debug purpose.
  88251. * @param fullDetails Defines that a more verboe level of logging is required
  88252. * @returns the string representation
  88253. */
  88254. toString(fullDetails?: boolean): string;
  88255. /**
  88256. * Gets the current world space position of the camera.
  88257. */
  88258. readonly globalPosition: Vector3;
  88259. /**
  88260. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88261. * @returns the active meshe list
  88262. */
  88263. getActiveMeshes(): SmartArray<AbstractMesh>;
  88264. /**
  88265. * Check wether a mesh is part of the current active mesh list of the camera
  88266. * @param mesh Defines the mesh to check
  88267. * @returns true if active, false otherwise
  88268. */
  88269. isActiveMesh(mesh: Mesh): boolean;
  88270. /**
  88271. * Is this camera ready to be used/rendered
  88272. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88273. * @return true if the camera is ready
  88274. */
  88275. isReady(completeCheck?: boolean): boolean;
  88276. /** @hidden */
  88277. _initCache(): void;
  88278. /** @hidden */
  88279. _updateCache(ignoreParentClass?: boolean): void;
  88280. /** @hidden */
  88281. _isSynchronized(): boolean;
  88282. /** @hidden */
  88283. _isSynchronizedViewMatrix(): boolean;
  88284. /** @hidden */
  88285. _isSynchronizedProjectionMatrix(): boolean;
  88286. /**
  88287. * Attach the input controls to a specific dom element to get the input from.
  88288. * @param element Defines the element the controls should be listened from
  88289. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88290. */
  88291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88292. /**
  88293. * Detach the current controls from the specified dom element.
  88294. * @param element Defines the element to stop listening the inputs from
  88295. */
  88296. detachControl(element: HTMLElement): void;
  88297. /**
  88298. * Update the camera state according to the different inputs gathered during the frame.
  88299. */
  88300. update(): void;
  88301. /** @hidden */
  88302. _checkInputs(): void;
  88303. /** @hidden */
  88304. readonly rigCameras: Camera[];
  88305. /**
  88306. * Gets the post process used by the rig cameras
  88307. */
  88308. readonly rigPostProcess: Nullable<PostProcess>;
  88309. /**
  88310. * Internal, gets the first post proces.
  88311. * @returns the first post process to be run on this camera.
  88312. */
  88313. _getFirstPostProcess(): Nullable<PostProcess>;
  88314. private _cascadePostProcessesToRigCams;
  88315. /**
  88316. * Attach a post process to the camera.
  88317. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88318. * @param postProcess The post process to attach to the camera
  88319. * @param insertAt The position of the post process in case several of them are in use in the scene
  88320. * @returns the position the post process has been inserted at
  88321. */
  88322. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88323. /**
  88324. * Detach a post process to the camera.
  88325. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88326. * @param postProcess The post process to detach from the camera
  88327. */
  88328. detachPostProcess(postProcess: PostProcess): void;
  88329. /**
  88330. * Gets the current world matrix of the camera
  88331. */
  88332. getWorldMatrix(): Matrix;
  88333. /** @hidden */
  88334. _getViewMatrix(): Matrix;
  88335. /**
  88336. * Gets the current view matrix of the camera.
  88337. * @param force forces the camera to recompute the matrix without looking at the cached state
  88338. * @returns the view matrix
  88339. */
  88340. getViewMatrix(force?: boolean): Matrix;
  88341. /**
  88342. * Freeze the projection matrix.
  88343. * It will prevent the cache check of the camera projection compute and can speed up perf
  88344. * if no parameter of the camera are meant to change
  88345. * @param projection Defines manually a projection if necessary
  88346. */
  88347. freezeProjectionMatrix(projection?: Matrix): void;
  88348. /**
  88349. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88350. */
  88351. unfreezeProjectionMatrix(): void;
  88352. /**
  88353. * Gets the current projection matrix of the camera.
  88354. * @param force forces the camera to recompute the matrix without looking at the cached state
  88355. * @returns the projection matrix
  88356. */
  88357. getProjectionMatrix(force?: boolean): Matrix;
  88358. /**
  88359. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88360. * @returns a Matrix
  88361. */
  88362. getTransformationMatrix(): Matrix;
  88363. private _updateFrustumPlanes;
  88364. /**
  88365. * Checks if a cullable object (mesh...) is in the camera frustum
  88366. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88367. * @param target The object to check
  88368. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88369. * @returns true if the object is in frustum otherwise false
  88370. */
  88371. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88372. /**
  88373. * Checks if a cullable object (mesh...) is in the camera frustum
  88374. * Unlike isInFrustum this cheks the full bounding box
  88375. * @param target The object to check
  88376. * @returns true if the object is in frustum otherwise false
  88377. */
  88378. isCompletelyInFrustum(target: ICullable): boolean;
  88379. /**
  88380. * Gets a ray in the forward direction from the camera.
  88381. * @param length Defines the length of the ray to create
  88382. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88383. * @param origin Defines the start point of the ray which defaults to the camera position
  88384. * @returns the forward ray
  88385. */
  88386. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88387. /**
  88388. * Releases resources associated with this node.
  88389. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88390. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88391. */
  88392. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88393. /** @hidden */
  88394. _isLeftCamera: boolean;
  88395. /**
  88396. * Gets the left camera of a rig setup in case of Rigged Camera
  88397. */
  88398. readonly isLeftCamera: boolean;
  88399. /** @hidden */
  88400. _isRightCamera: boolean;
  88401. /**
  88402. * Gets the right camera of a rig setup in case of Rigged Camera
  88403. */
  88404. readonly isRightCamera: boolean;
  88405. /**
  88406. * Gets the left camera of a rig setup in case of Rigged Camera
  88407. */
  88408. readonly leftCamera: Nullable<FreeCamera>;
  88409. /**
  88410. * Gets the right camera of a rig setup in case of Rigged Camera
  88411. */
  88412. readonly rightCamera: Nullable<FreeCamera>;
  88413. /**
  88414. * Gets the left camera target of a rig setup in case of Rigged Camera
  88415. * @returns the target position
  88416. */
  88417. getLeftTarget(): Nullable<Vector3>;
  88418. /**
  88419. * Gets the right camera target of a rig setup in case of Rigged Camera
  88420. * @returns the target position
  88421. */
  88422. getRightTarget(): Nullable<Vector3>;
  88423. /**
  88424. * @hidden
  88425. */
  88426. setCameraRigMode(mode: number, rigParams: any): void;
  88427. /** @hidden */
  88428. static _setStereoscopicRigMode(camera: Camera): void;
  88429. /** @hidden */
  88430. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88431. /** @hidden */
  88432. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88433. /** @hidden */
  88434. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88435. /** @hidden */
  88436. _getVRProjectionMatrix(): Matrix;
  88437. protected _updateCameraRotationMatrix(): void;
  88438. protected _updateWebVRCameraRotationMatrix(): void;
  88439. /**
  88440. * This function MUST be overwritten by the different WebVR cameras available.
  88441. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88442. * @hidden
  88443. */
  88444. _getWebVRProjectionMatrix(): Matrix;
  88445. /**
  88446. * This function MUST be overwritten by the different WebVR cameras available.
  88447. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88448. * @hidden
  88449. */
  88450. _getWebVRViewMatrix(): Matrix;
  88451. /** @hidden */
  88452. setCameraRigParameter(name: string, value: any): void;
  88453. /**
  88454. * needs to be overridden by children so sub has required properties to be copied
  88455. * @hidden
  88456. */
  88457. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88458. /**
  88459. * May need to be overridden by children
  88460. * @hidden
  88461. */
  88462. _updateRigCameras(): void;
  88463. /** @hidden */
  88464. _setupInputs(): void;
  88465. /**
  88466. * Serialiaze the camera setup to a json represention
  88467. * @returns the JSON representation
  88468. */
  88469. serialize(): any;
  88470. /**
  88471. * Clones the current camera.
  88472. * @param name The cloned camera name
  88473. * @returns the cloned camera
  88474. */
  88475. clone(name: string): Camera;
  88476. /**
  88477. * Gets the direction of the camera relative to a given local axis.
  88478. * @param localAxis Defines the reference axis to provide a relative direction.
  88479. * @return the direction
  88480. */
  88481. getDirection(localAxis: Vector3): Vector3;
  88482. /**
  88483. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88484. * @param localAxis Defines the reference axis to provide a relative direction.
  88485. * @param result Defines the vector to store the result in
  88486. */
  88487. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88488. /**
  88489. * Gets a camera constructor for a given camera type
  88490. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88491. * @param name The name of the camera the result will be able to instantiate
  88492. * @param scene The scene the result will construct the camera in
  88493. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88494. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88495. * @returns a factory method to construc the camera
  88496. */
  88497. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88498. /**
  88499. * Compute the world matrix of the camera.
  88500. * @returns the camera workd matrix
  88501. */
  88502. computeWorldMatrix(): Matrix;
  88503. /**
  88504. * Parse a JSON and creates the camera from the parsed information
  88505. * @param parsedCamera The JSON to parse
  88506. * @param scene The scene to instantiate the camera in
  88507. * @returns the newly constructed camera
  88508. */
  88509. static Parse(parsedCamera: any, scene: Scene): Camera;
  88510. }
  88511. }
  88512. declare module BABYLON {
  88513. /**
  88514. * Class containing static functions to help procedurally build meshes
  88515. */
  88516. export class DiscBuilder {
  88517. /**
  88518. * Creates a plane polygonal mesh. By default, this is a disc
  88519. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88520. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  88521. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  88522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88523. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88525. * @param name defines the name of the mesh
  88526. * @param options defines the options used to create the mesh
  88527. * @param scene defines the hosting scene
  88528. * @returns the plane polygonal mesh
  88529. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88530. */
  88531. static CreateDisc(name: string, options: {
  88532. radius?: number;
  88533. tessellation?: number;
  88534. arc?: number;
  88535. updatable?: boolean;
  88536. sideOrientation?: number;
  88537. frontUVs?: Vector4;
  88538. backUVs?: Vector4;
  88539. }, scene?: Nullable<Scene>): Mesh;
  88540. }
  88541. }
  88542. declare module BABYLON {
  88543. /**
  88544. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88545. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  88546. * The SPS is also a particle system. It provides some methods to manage the particles.
  88547. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88548. *
  88549. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  88550. */
  88551. export class SolidParticleSystem implements IDisposable {
  88552. /**
  88553. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88554. * Example : var p = SPS.particles[i];
  88555. */
  88556. particles: SolidParticle[];
  88557. /**
  88558. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88559. */
  88560. nbParticles: number;
  88561. /**
  88562. * If the particles must ever face the camera (default false). Useful for planar particles.
  88563. */
  88564. billboard: boolean;
  88565. /**
  88566. * Recompute normals when adding a shape
  88567. */
  88568. recomputeNormals: boolean;
  88569. /**
  88570. * This a counter ofr your own usage. It's not set by any SPS functions.
  88571. */
  88572. counter: number;
  88573. /**
  88574. * The SPS name. This name is also given to the underlying mesh.
  88575. */
  88576. name: string;
  88577. /**
  88578. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88579. */
  88580. mesh: Mesh;
  88581. /**
  88582. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88583. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  88584. */
  88585. vars: any;
  88586. /**
  88587. * This array is populated when the SPS is set as 'pickable'.
  88588. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88589. * Each element of this array is an object `{idx: int, faceId: int}`.
  88590. * `idx` is the picked particle index in the `SPS.particles` array
  88591. * `faceId` is the picked face index counted within this particle.
  88592. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
  88593. */
  88594. pickedParticles: {
  88595. idx: number;
  88596. faceId: number;
  88597. }[];
  88598. /**
  88599. * This array is populated when `enableDepthSort` is set to true.
  88600. * Each element of this array is an instance of the class DepthSortedParticle.
  88601. */
  88602. depthSortedParticles: DepthSortedParticle[];
  88603. /**
  88604. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88605. * @hidden
  88606. */
  88607. _bSphereOnly: boolean;
  88608. /**
  88609. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88610. * @hidden
  88611. */
  88612. _bSphereRadiusFactor: number;
  88613. private _scene;
  88614. private _positions;
  88615. private _indices;
  88616. private _normals;
  88617. private _colors;
  88618. private _uvs;
  88619. private _indices32;
  88620. private _positions32;
  88621. private _normals32;
  88622. private _fixedNormal32;
  88623. private _colors32;
  88624. private _uvs32;
  88625. private _index;
  88626. private _updatable;
  88627. private _pickable;
  88628. private _isVisibilityBoxLocked;
  88629. private _alwaysVisible;
  88630. private _depthSort;
  88631. private _shapeCounter;
  88632. private _copy;
  88633. private _color;
  88634. private _computeParticleColor;
  88635. private _computeParticleTexture;
  88636. private _computeParticleRotation;
  88637. private _computeParticleVertex;
  88638. private _computeBoundingBox;
  88639. private _depthSortParticles;
  88640. private _camera;
  88641. private _mustUnrotateFixedNormals;
  88642. private _particlesIntersect;
  88643. private _needs32Bits;
  88644. /**
  88645. * Creates a SPS (Solid Particle System) object.
  88646. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88647. * @param scene (Scene) is the scene in which the SPS is added.
  88648. * @param options defines the options of the sps e.g.
  88649. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88650. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88651. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88652. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88653. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88654. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88655. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88656. */
  88657. constructor(name: string, scene: Scene, options?: {
  88658. updatable?: boolean;
  88659. isPickable?: boolean;
  88660. enableDepthSort?: boolean;
  88661. particleIntersection?: boolean;
  88662. boundingSphereOnly?: boolean;
  88663. bSphereRadiusFactor?: number;
  88664. });
  88665. /**
  88666. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88667. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88668. * @returns the created mesh
  88669. */
  88670. buildMesh(): Mesh;
  88671. /**
  88672. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88673. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88674. * Thus the particles generated from `digest()` have their property `position` set yet.
  88675. * @param mesh ( Mesh ) is the mesh to be digested
  88676. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  88677. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88678. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88679. * @returns the current SPS
  88680. */
  88681. digest(mesh: Mesh, options?: {
  88682. facetNb?: number;
  88683. number?: number;
  88684. delta?: number;
  88685. }): SolidParticleSystem;
  88686. private _unrotateFixedNormals;
  88687. private _resetCopy;
  88688. private _meshBuilder;
  88689. private _posToShape;
  88690. private _uvsToShapeUV;
  88691. private _addParticle;
  88692. /**
  88693. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88694. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  88695. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88696. * @param nb (positive integer) the number of particles to be created from this model
  88697. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88698. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88699. * @returns the number of shapes in the system
  88700. */
  88701. addShape(mesh: Mesh, nb: number, options?: {
  88702. positionFunction?: any;
  88703. vertexFunction?: any;
  88704. }): number;
  88705. private _rebuildParticle;
  88706. /**
  88707. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88708. * @returns the SPS.
  88709. */
  88710. rebuildMesh(): SolidParticleSystem;
  88711. /**
  88712. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88713. * This method calls `updateParticle()` for each particle of the SPS.
  88714. * For an animated SPS, it is usually called within the render loop.
  88715. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88716. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88717. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88718. * @returns the SPS.
  88719. */
  88720. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88721. /**
  88722. * Disposes the SPS.
  88723. */
  88724. dispose(): void;
  88725. /**
  88726. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88727. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88728. * @returns the SPS.
  88729. */
  88730. refreshVisibleSize(): SolidParticleSystem;
  88731. /**
  88732. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88733. * @param size the size (float) of the visibility box
  88734. * note : this doesn't lock the SPS mesh bounding box.
  88735. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88736. */
  88737. setVisibilityBox(size: number): void;
  88738. /**
  88739. * Gets whether the SPS as always visible or not
  88740. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88741. */
  88742. /**
  88743. * Sets the SPS as always visible or not
  88744. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88745. */
  88746. isAlwaysVisible: boolean;
  88747. /**
  88748. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88749. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88750. */
  88751. /**
  88752. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  88753. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  88754. */
  88755. isVisibilityBoxLocked: boolean;
  88756. /**
  88757. * Tells to `setParticles()` to compute the particle rotations or not.
  88758. * Default value : true. The SPS is faster when it's set to false.
  88759. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88760. */
  88761. /**
  88762. * Gets if `setParticles()` computes the particle rotations or not.
  88763. * Default value : true. The SPS is faster when it's set to false.
  88764. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  88765. */
  88766. computeParticleRotation: boolean;
  88767. /**
  88768. * Tells to `setParticles()` to compute the particle colors or not.
  88769. * Default value : true. The SPS is faster when it's set to false.
  88770. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88771. */
  88772. /**
  88773. * Gets if `setParticles()` computes the particle colors or not.
  88774. * Default value : true. The SPS is faster when it's set to false.
  88775. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  88776. */
  88777. computeParticleColor: boolean;
  88778. /**
  88779. * Gets if `setParticles()` computes the particle textures or not.
  88780. * Default value : true. The SPS is faster when it's set to false.
  88781. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  88782. */
  88783. computeParticleTexture: boolean;
  88784. /**
  88785. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  88786. * Default value : false. The SPS is faster when it's set to false.
  88787. * Note : the particle custom vertex positions aren't stored values.
  88788. */
  88789. /**
  88790. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  88791. * Default value : false. The SPS is faster when it's set to false.
  88792. * Note : the particle custom vertex positions aren't stored values.
  88793. */
  88794. computeParticleVertex: boolean;
  88795. /**
  88796. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  88797. */
  88798. /**
  88799. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  88800. */
  88801. computeBoundingBox: boolean;
  88802. /**
  88803. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  88804. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88805. * Default : `true`
  88806. */
  88807. /**
  88808. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  88809. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  88810. * Default : `true`
  88811. */
  88812. depthSortParticles: boolean;
  88813. /**
  88814. * This function does nothing. It may be overwritten to set all the particle first values.
  88815. * The SPS doesn't call this function, you may have to call it by your own.
  88816. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88817. */
  88818. initParticles(): void;
  88819. /**
  88820. * This function does nothing. It may be overwritten to recycle a particle.
  88821. * The SPS doesn't call this function, you may have to call it by your own.
  88822. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88823. * @param particle The particle to recycle
  88824. * @returns the recycled particle
  88825. */
  88826. recycleParticle(particle: SolidParticle): SolidParticle;
  88827. /**
  88828. * Updates a particle : this function should be overwritten by the user.
  88829. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  88830. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  88831. * @example : just set a particle position or velocity and recycle conditions
  88832. * @param particle The particle to update
  88833. * @returns the updated particle
  88834. */
  88835. updateParticle(particle: SolidParticle): SolidParticle;
  88836. /**
  88837. * Updates a vertex of a particle : it can be overwritten by the user.
  88838. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  88839. * @param particle the current particle
  88840. * @param vertex the current index of the current particle
  88841. * @param pt the index of the current vertex in the particle shape
  88842. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  88843. * @example : just set a vertex particle position
  88844. * @returns the updated vertex
  88845. */
  88846. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  88847. /**
  88848. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  88849. * This does nothing and may be overwritten by the user.
  88850. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88851. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88852. * @param update the boolean update value actually passed to setParticles()
  88853. */
  88854. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88855. /**
  88856. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  88857. * This will be passed three parameters.
  88858. * This does nothing and may be overwritten by the user.
  88859. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88860. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  88861. * @param update the boolean update value actually passed to setParticles()
  88862. */
  88863. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  88864. }
  88865. }
  88866. declare module BABYLON {
  88867. /**
  88868. * Represents one particle of a solid particle system.
  88869. */
  88870. export class SolidParticle {
  88871. /**
  88872. * particle global index
  88873. */
  88874. idx: number;
  88875. /**
  88876. * The color of the particle
  88877. */
  88878. color: Nullable<Color4>;
  88879. /**
  88880. * The world space position of the particle.
  88881. */
  88882. position: Vector3;
  88883. /**
  88884. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  88885. */
  88886. rotation: Vector3;
  88887. /**
  88888. * The world space rotation quaternion of the particle.
  88889. */
  88890. rotationQuaternion: Nullable<Quaternion>;
  88891. /**
  88892. * The scaling of the particle.
  88893. */
  88894. scaling: Vector3;
  88895. /**
  88896. * The uvs of the particle.
  88897. */
  88898. uvs: Vector4;
  88899. /**
  88900. * The current speed of the particle.
  88901. */
  88902. velocity: Vector3;
  88903. /**
  88904. * The pivot point in the particle local space.
  88905. */
  88906. pivot: Vector3;
  88907. /**
  88908. * Must the particle be translated from its pivot point in its local space ?
  88909. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  88910. * Default : false
  88911. */
  88912. translateFromPivot: boolean;
  88913. /**
  88914. * Is the particle active or not ?
  88915. */
  88916. alive: boolean;
  88917. /**
  88918. * Is the particle visible or not ?
  88919. */
  88920. isVisible: boolean;
  88921. /**
  88922. * Index of this particle in the global "positions" array (Internal use)
  88923. * @hidden
  88924. */
  88925. _pos: number;
  88926. /**
  88927. * @hidden Index of this particle in the global "indices" array (Internal use)
  88928. */
  88929. _ind: number;
  88930. /**
  88931. * @hidden ModelShape of this particle (Internal use)
  88932. */
  88933. _model: ModelShape;
  88934. /**
  88935. * ModelShape id of this particle
  88936. */
  88937. shapeId: number;
  88938. /**
  88939. * Index of the particle in its shape id (Internal use)
  88940. */
  88941. idxInShape: number;
  88942. /**
  88943. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  88944. */
  88945. _modelBoundingInfo: BoundingInfo;
  88946. /**
  88947. * @hidden Particle BoundingInfo object (Internal use)
  88948. */
  88949. _boundingInfo: BoundingInfo;
  88950. /**
  88951. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  88952. */
  88953. _sps: SolidParticleSystem;
  88954. /**
  88955. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  88956. */
  88957. _stillInvisible: boolean;
  88958. /**
  88959. * @hidden Last computed particle rotation matrix
  88960. */
  88961. _rotationMatrix: number[];
  88962. /**
  88963. * Parent particle Id, if any.
  88964. * Default null.
  88965. */
  88966. parentId: Nullable<number>;
  88967. /**
  88968. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  88969. * The possible values are :
  88970. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  88971. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88972. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  88973. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  88974. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  88975. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  88976. * */
  88977. cullingStrategy: number;
  88978. /**
  88979. * @hidden Internal global position in the SPS.
  88980. */
  88981. _globalPosition: Vector3;
  88982. /**
  88983. * Creates a Solid Particle object.
  88984. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  88985. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  88986. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  88987. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  88988. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  88989. * @param shapeId (integer) is the model shape identifier in the SPS.
  88990. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  88991. * @param sps defines the sps it is associated to
  88992. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  88993. */
  88994. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  88995. /**
  88996. * Legacy support, changed scale to scaling
  88997. */
  88998. /**
  88999. * Legacy support, changed scale to scaling
  89000. */
  89001. scale: Vector3;
  89002. /**
  89003. * Legacy support, changed quaternion to rotationQuaternion
  89004. */
  89005. /**
  89006. * Legacy support, changed quaternion to rotationQuaternion
  89007. */
  89008. quaternion: Nullable<Quaternion>;
  89009. /**
  89010. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89011. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89012. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89013. * @returns true if it intersects
  89014. */
  89015. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89016. /**
  89017. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89018. * A particle is in the frustum if its bounding box intersects the frustum
  89019. * @param frustumPlanes defines the frustum to test
  89020. * @returns true if the particle is in the frustum planes
  89021. */
  89022. isInFrustum(frustumPlanes: Plane[]): boolean;
  89023. /**
  89024. * get the rotation matrix of the particle
  89025. * @hidden
  89026. */
  89027. getRotationMatrix(m: Matrix): void;
  89028. }
  89029. /**
  89030. * Represents the shape of the model used by one particle of a solid particle system.
  89031. * SPS internal tool, don't use it manually.
  89032. */
  89033. export class ModelShape {
  89034. /**
  89035. * The shape id
  89036. * @hidden
  89037. */
  89038. shapeID: number;
  89039. /**
  89040. * flat array of model positions (internal use)
  89041. * @hidden
  89042. */
  89043. _shape: Vector3[];
  89044. /**
  89045. * flat array of model UVs (internal use)
  89046. * @hidden
  89047. */
  89048. _shapeUV: number[];
  89049. /**
  89050. * length of the shape in the model indices array (internal use)
  89051. * @hidden
  89052. */
  89053. _indicesLength: number;
  89054. /**
  89055. * Custom position function (internal use)
  89056. * @hidden
  89057. */
  89058. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89059. /**
  89060. * Custom vertex function (internal use)
  89061. * @hidden
  89062. */
  89063. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89064. /**
  89065. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  89066. * SPS internal tool, don't use it manually.
  89067. * @hidden
  89068. */
  89069. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89070. }
  89071. /**
  89072. * Represents a Depth Sorted Particle in the solid particle system.
  89073. */
  89074. export class DepthSortedParticle {
  89075. /**
  89076. * Index of the particle in the "indices" array
  89077. */
  89078. ind: number;
  89079. /**
  89080. * Length of the particle shape in the "indices" array
  89081. */
  89082. indicesLength: number;
  89083. /**
  89084. * Squared distance from the particle to the camera
  89085. */
  89086. sqDistance: number;
  89087. }
  89088. }
  89089. declare module BABYLON {
  89090. /**
  89091. * @hidden
  89092. */
  89093. export class _MeshCollisionData {
  89094. _checkCollisions: boolean;
  89095. _collisionMask: number;
  89096. _collisionGroup: number;
  89097. _collider: Nullable<Collider>;
  89098. _oldPositionForCollisions: Vector3;
  89099. _diffPositionForCollisions: Vector3;
  89100. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89101. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89102. }
  89103. }
  89104. declare module BABYLON {
  89105. /** @hidden */
  89106. class _FacetDataStorage {
  89107. facetPositions: Vector3[];
  89108. facetNormals: Vector3[];
  89109. facetPartitioning: number[][];
  89110. facetNb: number;
  89111. partitioningSubdivisions: number;
  89112. partitioningBBoxRatio: number;
  89113. facetDataEnabled: boolean;
  89114. facetParameters: any;
  89115. bbSize: Vector3;
  89116. subDiv: {
  89117. max: number;
  89118. X: number;
  89119. Y: number;
  89120. Z: number;
  89121. };
  89122. facetDepthSort: boolean;
  89123. facetDepthSortEnabled: boolean;
  89124. depthSortedIndices: IndicesArray;
  89125. depthSortedFacets: {
  89126. ind: number;
  89127. sqDistance: number;
  89128. }[];
  89129. facetDepthSortFunction: (f1: {
  89130. ind: number;
  89131. sqDistance: number;
  89132. }, f2: {
  89133. ind: number;
  89134. sqDistance: number;
  89135. }) => number;
  89136. facetDepthSortFrom: Vector3;
  89137. facetDepthSortOrigin: Vector3;
  89138. invertedMatrix: Matrix;
  89139. }
  89140. /**
  89141. * @hidden
  89142. **/
  89143. class _InternalAbstractMeshDataInfo {
  89144. _hasVertexAlpha: boolean;
  89145. _useVertexColors: boolean;
  89146. _numBoneInfluencers: number;
  89147. _applyFog: boolean;
  89148. _receiveShadows: boolean;
  89149. _facetData: _FacetDataStorage;
  89150. _visibility: number;
  89151. _skeleton: Nullable<Skeleton>;
  89152. _layerMask: number;
  89153. _computeBonesUsingShaders: boolean;
  89154. _isActive: boolean;
  89155. _onlyForInstances: boolean;
  89156. _isActiveIntermediate: boolean;
  89157. _onlyForInstancesIntermediate: boolean;
  89158. }
  89159. /**
  89160. * Class used to store all common mesh properties
  89161. */
  89162. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89163. /** No occlusion */
  89164. static OCCLUSION_TYPE_NONE: number;
  89165. /** Occlusion set to optimisitic */
  89166. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89167. /** Occlusion set to strict */
  89168. static OCCLUSION_TYPE_STRICT: number;
  89169. /** Use an accurante occlusion algorithm */
  89170. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89171. /** Use a conservative occlusion algorithm */
  89172. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89173. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89174. * Test order :
  89175. * Is the bounding sphere outside the frustum ?
  89176. * If not, are the bounding box vertices outside the frustum ?
  89177. * It not, then the cullable object is in the frustum.
  89178. */
  89179. static readonly CULLINGSTRATEGY_STANDARD: number;
  89180. /** Culling strategy : Bounding Sphere Only.
  89181. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89182. * It's also less accurate than the standard because some not visible objects can still be selected.
  89183. * Test : is the bounding sphere outside the frustum ?
  89184. * If not, then the cullable object is in the frustum.
  89185. */
  89186. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89187. /** Culling strategy : Optimistic Inclusion.
  89188. * This in an inclusion test first, then the standard exclusion test.
  89189. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89190. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  89191. * Anyway, it's as accurate as the standard strategy.
  89192. * Test :
  89193. * Is the cullable object bounding sphere center in the frustum ?
  89194. * If not, apply the default culling strategy.
  89195. */
  89196. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89197. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89198. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89199. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89200. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  89201. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89202. * Test :
  89203. * Is the cullable object bounding sphere center in the frustum ?
  89204. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89205. */
  89206. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89207. /**
  89208. * No billboard
  89209. */
  89210. static readonly BILLBOARDMODE_NONE: number;
  89211. /** Billboard on X axis */
  89212. static readonly BILLBOARDMODE_X: number;
  89213. /** Billboard on Y axis */
  89214. static readonly BILLBOARDMODE_Y: number;
  89215. /** Billboard on Z axis */
  89216. static readonly BILLBOARDMODE_Z: number;
  89217. /** Billboard on all axes */
  89218. static readonly BILLBOARDMODE_ALL: number;
  89219. /** @hidden */
  89220. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89221. /**
  89222. * The culling strategy to use to check whether the mesh must be rendered or not.
  89223. * This value can be changed at any time and will be used on the next render mesh selection.
  89224. * The possible values are :
  89225. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89226. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89227. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89228. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89229. * Please read each static variable documentation to get details about the culling process.
  89230. * */
  89231. cullingStrategy: number;
  89232. /**
  89233. * Gets the number of facets in the mesh
  89234. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89235. */
  89236. readonly facetNb: number;
  89237. /**
  89238. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89239. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89240. */
  89241. partitioningSubdivisions: number;
  89242. /**
  89243. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89244. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89245. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89246. */
  89247. partitioningBBoxRatio: number;
  89248. /**
  89249. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89250. * Works only for updatable meshes.
  89251. * Doesn't work with multi-materials
  89252. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89253. */
  89254. mustDepthSortFacets: boolean;
  89255. /**
  89256. * The location (Vector3) where the facet depth sort must be computed from.
  89257. * By default, the active camera position.
  89258. * Used only when facet depth sort is enabled
  89259. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89260. */
  89261. facetDepthSortFrom: Vector3;
  89262. /**
  89263. * gets a boolean indicating if facetData is enabled
  89264. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89265. */
  89266. readonly isFacetDataEnabled: boolean;
  89267. /** @hidden */
  89268. _updateNonUniformScalingState(value: boolean): boolean;
  89269. /**
  89270. * An event triggered when this mesh collides with another one
  89271. */
  89272. onCollideObservable: Observable<AbstractMesh>;
  89273. /** Set a function to call when this mesh collides with another one */
  89274. onCollide: () => void;
  89275. /**
  89276. * An event triggered when the collision's position changes
  89277. */
  89278. onCollisionPositionChangeObservable: Observable<Vector3>;
  89279. /** Set a function to call when the collision's position changes */
  89280. onCollisionPositionChange: () => void;
  89281. /**
  89282. * An event triggered when material is changed
  89283. */
  89284. onMaterialChangedObservable: Observable<AbstractMesh>;
  89285. /**
  89286. * Gets or sets the orientation for POV movement & rotation
  89287. */
  89288. definedFacingForward: boolean;
  89289. /** @hidden */
  89290. _occlusionQuery: Nullable<WebGLQuery>;
  89291. /** @hidden */
  89292. _renderingGroup: Nullable<RenderingGroup>;
  89293. /**
  89294. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89295. */
  89296. /**
  89297. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89298. */
  89299. visibility: number;
  89300. /** Gets or sets the alpha index used to sort transparent meshes
  89301. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89302. */
  89303. alphaIndex: number;
  89304. /**
  89305. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89306. */
  89307. isVisible: boolean;
  89308. /**
  89309. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89310. */
  89311. isPickable: boolean;
  89312. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89313. showSubMeshesBoundingBox: boolean;
  89314. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89315. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89316. */
  89317. isBlocker: boolean;
  89318. /**
  89319. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89320. */
  89321. enablePointerMoveEvents: boolean;
  89322. /**
  89323. * Specifies the rendering group id for this mesh (0 by default)
  89324. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89325. */
  89326. renderingGroupId: number;
  89327. private _material;
  89328. /** Gets or sets current material */
  89329. material: Nullable<Material>;
  89330. /**
  89331. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89332. * @see http://doc.babylonjs.com/babylon101/shadows
  89333. */
  89334. receiveShadows: boolean;
  89335. /** Defines color to use when rendering outline */
  89336. outlineColor: Color3;
  89337. /** Define width to use when rendering outline */
  89338. outlineWidth: number;
  89339. /** Defines color to use when rendering overlay */
  89340. overlayColor: Color3;
  89341. /** Defines alpha to use when rendering overlay */
  89342. overlayAlpha: number;
  89343. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89344. hasVertexAlpha: boolean;
  89345. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  89346. useVertexColors: boolean;
  89347. /**
  89348. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89349. */
  89350. computeBonesUsingShaders: boolean;
  89351. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89352. numBoneInfluencers: number;
  89353. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89354. applyFog: boolean;
  89355. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89356. useOctreeForRenderingSelection: boolean;
  89357. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89358. useOctreeForPicking: boolean;
  89359. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89360. useOctreeForCollisions: boolean;
  89361. /**
  89362. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89363. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89364. */
  89365. layerMask: number;
  89366. /**
  89367. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89368. */
  89369. alwaysSelectAsActiveMesh: boolean;
  89370. /**
  89371. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89372. */
  89373. doNotSyncBoundingInfo: boolean;
  89374. /**
  89375. * Gets or sets the current action manager
  89376. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89377. */
  89378. actionManager: Nullable<AbstractActionManager>;
  89379. private _meshCollisionData;
  89380. /**
  89381. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89382. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89383. */
  89384. ellipsoid: Vector3;
  89385. /**
  89386. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89387. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89388. */
  89389. ellipsoidOffset: Vector3;
  89390. /**
  89391. * Gets or sets a collision mask used to mask collisions (default is -1).
  89392. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89393. */
  89394. collisionMask: number;
  89395. /**
  89396. * Gets or sets the current collision group mask (-1 by default).
  89397. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89398. */
  89399. collisionGroup: number;
  89400. /**
  89401. * Defines edge width used when edgesRenderer is enabled
  89402. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89403. */
  89404. edgesWidth: number;
  89405. /**
  89406. * Defines edge color used when edgesRenderer is enabled
  89407. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89408. */
  89409. edgesColor: Color4;
  89410. /** @hidden */
  89411. _edgesRenderer: Nullable<IEdgesRenderer>;
  89412. /** @hidden */
  89413. _masterMesh: Nullable<AbstractMesh>;
  89414. /** @hidden */
  89415. _boundingInfo: Nullable<BoundingInfo>;
  89416. /** @hidden */
  89417. _renderId: number;
  89418. /**
  89419. * Gets or sets the list of subMeshes
  89420. * @see http://doc.babylonjs.com/how_to/multi_materials
  89421. */
  89422. subMeshes: SubMesh[];
  89423. /** @hidden */
  89424. _intersectionsInProgress: AbstractMesh[];
  89425. /** @hidden */
  89426. _unIndexed: boolean;
  89427. /** @hidden */
  89428. _lightSources: Light[];
  89429. /** Gets the list of lights affecting that mesh */
  89430. readonly lightSources: Light[];
  89431. /** @hidden */
  89432. readonly _positions: Nullable<Vector3[]>;
  89433. /** @hidden */
  89434. _waitingData: {
  89435. lods: Nullable<any>;
  89436. actions: Nullable<any>;
  89437. freezeWorldMatrix: Nullable<boolean>;
  89438. };
  89439. /** @hidden */
  89440. _bonesTransformMatrices: Nullable<Float32Array>;
  89441. /** @hidden */
  89442. _transformMatrixTexture: Nullable<RawTexture>;
  89443. /**
  89444. * Gets or sets a skeleton to apply skining transformations
  89445. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89446. */
  89447. skeleton: Nullable<Skeleton>;
  89448. /**
  89449. * An event triggered when the mesh is rebuilt.
  89450. */
  89451. onRebuildObservable: Observable<AbstractMesh>;
  89452. /**
  89453. * Creates a new AbstractMesh
  89454. * @param name defines the name of the mesh
  89455. * @param scene defines the hosting scene
  89456. */
  89457. constructor(name: string, scene?: Nullable<Scene>);
  89458. /**
  89459. * Returns the string "AbstractMesh"
  89460. * @returns "AbstractMesh"
  89461. */
  89462. getClassName(): string;
  89463. /**
  89464. * Gets a string representation of the current mesh
  89465. * @param fullDetails defines a boolean indicating if full details must be included
  89466. * @returns a string representation of the current mesh
  89467. */
  89468. toString(fullDetails?: boolean): string;
  89469. /**
  89470. * @hidden
  89471. */
  89472. protected _getEffectiveParent(): Nullable<Node>;
  89473. /** @hidden */
  89474. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89475. /** @hidden */
  89476. _rebuild(): void;
  89477. /** @hidden */
  89478. _resyncLightSources(): void;
  89479. /** @hidden */
  89480. _resyncLighSource(light: Light): void;
  89481. /** @hidden */
  89482. _unBindEffect(): void;
  89483. /** @hidden */
  89484. _removeLightSource(light: Light): void;
  89485. private _markSubMeshesAsDirty;
  89486. /** @hidden */
  89487. _markSubMeshesAsLightDirty(): void;
  89488. /** @hidden */
  89489. _markSubMeshesAsAttributesDirty(): void;
  89490. /** @hidden */
  89491. _markSubMeshesAsMiscDirty(): void;
  89492. /**
  89493. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89494. */
  89495. scaling: Vector3;
  89496. /**
  89497. * Returns true if the mesh is blocked. Implemented by child classes
  89498. */
  89499. readonly isBlocked: boolean;
  89500. /**
  89501. * Returns the mesh itself by default. Implemented by child classes
  89502. * @param camera defines the camera to use to pick the right LOD level
  89503. * @returns the currentAbstractMesh
  89504. */
  89505. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89506. /**
  89507. * Returns 0 by default. Implemented by child classes
  89508. * @returns an integer
  89509. */
  89510. getTotalVertices(): number;
  89511. /**
  89512. * Returns a positive integer : the total number of indices in this mesh geometry.
  89513. * @returns the numner of indices or zero if the mesh has no geometry.
  89514. */
  89515. getTotalIndices(): number;
  89516. /**
  89517. * Returns null by default. Implemented by child classes
  89518. * @returns null
  89519. */
  89520. getIndices(): Nullable<IndicesArray>;
  89521. /**
  89522. * Returns the array of the requested vertex data kind. Implemented by child classes
  89523. * @param kind defines the vertex data kind to use
  89524. * @returns null
  89525. */
  89526. getVerticesData(kind: string): Nullable<FloatArray>;
  89527. /**
  89528. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89529. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89530. * Note that a new underlying VertexBuffer object is created each call.
  89531. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89532. * @param kind defines vertex data kind:
  89533. * * VertexBuffer.PositionKind
  89534. * * VertexBuffer.UVKind
  89535. * * VertexBuffer.UV2Kind
  89536. * * VertexBuffer.UV3Kind
  89537. * * VertexBuffer.UV4Kind
  89538. * * VertexBuffer.UV5Kind
  89539. * * VertexBuffer.UV6Kind
  89540. * * VertexBuffer.ColorKind
  89541. * * VertexBuffer.MatricesIndicesKind
  89542. * * VertexBuffer.MatricesIndicesExtraKind
  89543. * * VertexBuffer.MatricesWeightsKind
  89544. * * VertexBuffer.MatricesWeightsExtraKind
  89545. * @param data defines the data source
  89546. * @param updatable defines if the data must be flagged as updatable (or static)
  89547. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  89548. * @returns the current mesh
  89549. */
  89550. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89551. /**
  89552. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89553. * If the mesh has no geometry, it is simply returned as it is.
  89554. * @param kind defines vertex data kind:
  89555. * * VertexBuffer.PositionKind
  89556. * * VertexBuffer.UVKind
  89557. * * VertexBuffer.UV2Kind
  89558. * * VertexBuffer.UV3Kind
  89559. * * VertexBuffer.UV4Kind
  89560. * * VertexBuffer.UV5Kind
  89561. * * VertexBuffer.UV6Kind
  89562. * * VertexBuffer.ColorKind
  89563. * * VertexBuffer.MatricesIndicesKind
  89564. * * VertexBuffer.MatricesIndicesExtraKind
  89565. * * VertexBuffer.MatricesWeightsKind
  89566. * * VertexBuffer.MatricesWeightsExtraKind
  89567. * @param data defines the data source
  89568. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  89569. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89570. * @returns the current mesh
  89571. */
  89572. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89573. /**
  89574. * Sets the mesh indices,
  89575. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89576. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89577. * @param totalVertices Defines the total number of vertices
  89578. * @returns the current mesh
  89579. */
  89580. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89581. /**
  89582. * Gets a boolean indicating if specific vertex data is present
  89583. * @param kind defines the vertex data kind to use
  89584. * @returns true is data kind is present
  89585. */
  89586. isVerticesDataPresent(kind: string): boolean;
  89587. /**
  89588. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89589. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89590. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89591. * @returns a BoundingInfo
  89592. */
  89593. getBoundingInfo(): BoundingInfo;
  89594. /**
  89595. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89596. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89597. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89598. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89599. * @returns the current mesh
  89600. */
  89601. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89602. /**
  89603. * Overwrite the current bounding info
  89604. * @param boundingInfo defines the new bounding info
  89605. * @returns the current mesh
  89606. */
  89607. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89608. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89609. readonly useBones: boolean;
  89610. /** @hidden */
  89611. _preActivate(): void;
  89612. /** @hidden */
  89613. _preActivateForIntermediateRendering(renderId: number): void;
  89614. /** @hidden */
  89615. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89616. /** @hidden */
  89617. _postActivate(): void;
  89618. /** @hidden */
  89619. _freeze(): void;
  89620. /** @hidden */
  89621. _unFreeze(): void;
  89622. /**
  89623. * Gets the current world matrix
  89624. * @returns a Matrix
  89625. */
  89626. getWorldMatrix(): Matrix;
  89627. /** @hidden */
  89628. _getWorldMatrixDeterminant(): number;
  89629. /**
  89630. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89631. */
  89632. readonly isAnInstance: boolean;
  89633. /**
  89634. * Perform relative position change from the point of view of behind the front of the mesh.
  89635. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89636. * Supports definition of mesh facing forward or backward
  89637. * @param amountRight defines the distance on the right axis
  89638. * @param amountUp defines the distance on the up axis
  89639. * @param amountForward defines the distance on the forward axis
  89640. * @returns the current mesh
  89641. */
  89642. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89643. /**
  89644. * Calculate relative position change from the point of view of behind the front of the mesh.
  89645. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89646. * Supports definition of mesh facing forward or backward
  89647. * @param amountRight defines the distance on the right axis
  89648. * @param amountUp defines the distance on the up axis
  89649. * @param amountForward defines the distance on the forward axis
  89650. * @returns the new displacement vector
  89651. */
  89652. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89653. /**
  89654. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89655. * Supports definition of mesh facing forward or backward
  89656. * @param flipBack defines the flip
  89657. * @param twirlClockwise defines the twirl
  89658. * @param tiltRight defines the tilt
  89659. * @returns the current mesh
  89660. */
  89661. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89662. /**
  89663. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89664. * Supports definition of mesh facing forward or backward.
  89665. * @param flipBack defines the flip
  89666. * @param twirlClockwise defines the twirl
  89667. * @param tiltRight defines the tilt
  89668. * @returns the new rotation vector
  89669. */
  89670. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89671. /**
  89672. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89673. * This means the mesh underlying bounding box and sphere are recomputed.
  89674. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89675. * @returns the current mesh
  89676. */
  89677. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89678. /** @hidden */
  89679. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89680. /** @hidden */
  89681. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89682. /** @hidden */
  89683. _updateBoundingInfo(): AbstractMesh;
  89684. /** @hidden */
  89685. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89686. /** @hidden */
  89687. protected _afterComputeWorldMatrix(): void;
  89688. /** @hidden */
  89689. readonly _effectiveMesh: AbstractMesh;
  89690. /**
  89691. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89692. * A mesh is in the frustum if its bounding box intersects the frustum
  89693. * @param frustumPlanes defines the frustum to test
  89694. * @returns true if the mesh is in the frustum planes
  89695. */
  89696. isInFrustum(frustumPlanes: Plane[]): boolean;
  89697. /**
  89698. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89699. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89700. * @param frustumPlanes defines the frustum to test
  89701. * @returns true if the mesh is completely in the frustum planes
  89702. */
  89703. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89704. /**
  89705. * True if the mesh intersects another mesh or a SolidParticle object
  89706. * @param mesh defines a target mesh or SolidParticle to test
  89707. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  89708. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89709. * @returns true if there is an intersection
  89710. */
  89711. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89712. /**
  89713. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89714. * @param point defines the point to test
  89715. * @returns true if there is an intersection
  89716. */
  89717. intersectsPoint(point: Vector3): boolean;
  89718. /**
  89719. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89720. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89721. */
  89722. checkCollisions: boolean;
  89723. /**
  89724. * Gets Collider object used to compute collisions (not physics)
  89725. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89726. */
  89727. readonly collider: Nullable<Collider>;
  89728. /**
  89729. * Move the mesh using collision engine
  89730. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89731. * @param displacement defines the requested displacement vector
  89732. * @returns the current mesh
  89733. */
  89734. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89735. private _onCollisionPositionChange;
  89736. /** @hidden */
  89737. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89738. /** @hidden */
  89739. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  89740. /** @hidden */
  89741. _checkCollision(collider: Collider): AbstractMesh;
  89742. /** @hidden */
  89743. _generatePointsArray(): boolean;
  89744. /**
  89745. * Checks if the passed Ray intersects with the mesh
  89746. * @param ray defines the ray to use
  89747. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  89748. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89749. * @returns the picking info
  89750. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  89751. */
  89752. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  89753. /**
  89754. * Clones the current mesh
  89755. * @param name defines the mesh name
  89756. * @param newParent defines the new mesh parent
  89757. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  89758. * @returns the new mesh
  89759. */
  89760. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  89761. /**
  89762. * Disposes all the submeshes of the current meshnp
  89763. * @returns the current mesh
  89764. */
  89765. releaseSubMeshes(): AbstractMesh;
  89766. /**
  89767. * Releases resources associated with this abstract mesh.
  89768. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89769. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89770. */
  89771. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89772. /**
  89773. * Adds the passed mesh as a child to the current mesh
  89774. * @param mesh defines the child mesh
  89775. * @returns the current mesh
  89776. */
  89777. addChild(mesh: AbstractMesh): AbstractMesh;
  89778. /**
  89779. * Removes the passed mesh from the current mesh children list
  89780. * @param mesh defines the child mesh
  89781. * @returns the current mesh
  89782. */
  89783. removeChild(mesh: AbstractMesh): AbstractMesh;
  89784. /** @hidden */
  89785. private _initFacetData;
  89786. /**
  89787. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  89788. * This method can be called within the render loop.
  89789. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  89790. * @returns the current mesh
  89791. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89792. */
  89793. updateFacetData(): AbstractMesh;
  89794. /**
  89795. * Returns the facetLocalNormals array.
  89796. * The normals are expressed in the mesh local spac
  89797. * @returns an array of Vector3
  89798. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89799. */
  89800. getFacetLocalNormals(): Vector3[];
  89801. /**
  89802. * Returns the facetLocalPositions array.
  89803. * The facet positions are expressed in the mesh local space
  89804. * @returns an array of Vector3
  89805. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89806. */
  89807. getFacetLocalPositions(): Vector3[];
  89808. /**
  89809. * Returns the facetLocalPartioning array
  89810. * @returns an array of array of numbers
  89811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89812. */
  89813. getFacetLocalPartitioning(): number[][];
  89814. /**
  89815. * Returns the i-th facet position in the world system.
  89816. * This method allocates a new Vector3 per call
  89817. * @param i defines the facet index
  89818. * @returns a new Vector3
  89819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89820. */
  89821. getFacetPosition(i: number): Vector3;
  89822. /**
  89823. * Sets the reference Vector3 with the i-th facet position in the world system
  89824. * @param i defines the facet index
  89825. * @param ref defines the target vector
  89826. * @returns the current mesh
  89827. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89828. */
  89829. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  89830. /**
  89831. * Returns the i-th facet normal in the world system.
  89832. * This method allocates a new Vector3 per call
  89833. * @param i defines the facet index
  89834. * @returns a new Vector3
  89835. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89836. */
  89837. getFacetNormal(i: number): Vector3;
  89838. /**
  89839. * Sets the reference Vector3 with the i-th facet normal in the world system
  89840. * @param i defines the facet index
  89841. * @param ref defines the target vector
  89842. * @returns the current mesh
  89843. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89844. */
  89845. getFacetNormalToRef(i: number, ref: Vector3): this;
  89846. /**
  89847. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  89848. * @param x defines x coordinate
  89849. * @param y defines y coordinate
  89850. * @param z defines z coordinate
  89851. * @returns the array of facet indexes
  89852. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89853. */
  89854. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  89855. /**
  89856. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  89857. * @param projected sets as the (x,y,z) world projection on the facet
  89858. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  89859. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  89860. * @param x defines x coordinate
  89861. * @param y defines y coordinate
  89862. * @param z defines z coordinate
  89863. * @returns the face index if found (or null instead)
  89864. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89865. */
  89866. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89867. /**
  89868. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  89869. * @param projected sets as the (x,y,z) local projection on the facet
  89870. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  89871. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  89872. * @param x defines x coordinate
  89873. * @param y defines y coordinate
  89874. * @param z defines z coordinate
  89875. * @returns the face index if found (or null instead)
  89876. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89877. */
  89878. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  89879. /**
  89880. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  89881. * @returns the parameters
  89882. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89883. */
  89884. getFacetDataParameters(): any;
  89885. /**
  89886. * Disables the feature FacetData and frees the related memory
  89887. * @returns the current mesh
  89888. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  89889. */
  89890. disableFacetData(): AbstractMesh;
  89891. /**
  89892. * Updates the AbstractMesh indices array
  89893. * @param indices defines the data source
  89894. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89895. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  89896. * @returns the current mesh
  89897. */
  89898. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89899. /**
  89900. * Creates new normals data for the mesh
  89901. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  89902. * @returns the current mesh
  89903. */
  89904. createNormals(updatable: boolean): AbstractMesh;
  89905. /**
  89906. * Align the mesh with a normal
  89907. * @param normal defines the normal to use
  89908. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  89909. * @returns the current mesh
  89910. */
  89911. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  89912. /** @hidden */
  89913. _checkOcclusionQuery(): boolean;
  89914. /**
  89915. * Disables the mesh edge rendering mode
  89916. * @returns the currentAbstractMesh
  89917. */
  89918. disableEdgesRendering(): AbstractMesh;
  89919. /**
  89920. * Enables the edge rendering mode on the mesh.
  89921. * This mode makes the mesh edges visible
  89922. * @param epsilon defines the maximal distance between two angles to detect a face
  89923. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  89924. * @returns the currentAbstractMesh
  89925. * @see https://www.babylonjs-playground.com/#19O9TU#0
  89926. */
  89927. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  89928. }
  89929. }
  89930. declare module BABYLON {
  89931. /**
  89932. * Interface used to define ActionEvent
  89933. */
  89934. export interface IActionEvent {
  89935. /** The mesh or sprite that triggered the action */
  89936. source: any;
  89937. /** The X mouse cursor position at the time of the event */
  89938. pointerX: number;
  89939. /** The Y mouse cursor position at the time of the event */
  89940. pointerY: number;
  89941. /** The mesh that is currently pointed at (can be null) */
  89942. meshUnderPointer: Nullable<AbstractMesh>;
  89943. /** the original (browser) event that triggered the ActionEvent */
  89944. sourceEvent?: any;
  89945. /** additional data for the event */
  89946. additionalData?: any;
  89947. }
  89948. /**
  89949. * ActionEvent is the event being sent when an action is triggered.
  89950. */
  89951. export class ActionEvent implements IActionEvent {
  89952. /** The mesh or sprite that triggered the action */
  89953. source: any;
  89954. /** The X mouse cursor position at the time of the event */
  89955. pointerX: number;
  89956. /** The Y mouse cursor position at the time of the event */
  89957. pointerY: number;
  89958. /** The mesh that is currently pointed at (can be null) */
  89959. meshUnderPointer: Nullable<AbstractMesh>;
  89960. /** the original (browser) event that triggered the ActionEvent */
  89961. sourceEvent?: any;
  89962. /** additional data for the event */
  89963. additionalData?: any;
  89964. /**
  89965. * Creates a new ActionEvent
  89966. * @param source The mesh or sprite that triggered the action
  89967. * @param pointerX The X mouse cursor position at the time of the event
  89968. * @param pointerY The Y mouse cursor position at the time of the event
  89969. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  89970. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  89971. * @param additionalData additional data for the event
  89972. */
  89973. constructor(
  89974. /** The mesh or sprite that triggered the action */
  89975. source: any,
  89976. /** The X mouse cursor position at the time of the event */
  89977. pointerX: number,
  89978. /** The Y mouse cursor position at the time of the event */
  89979. pointerY: number,
  89980. /** The mesh that is currently pointed at (can be null) */
  89981. meshUnderPointer: Nullable<AbstractMesh>,
  89982. /** the original (browser) event that triggered the ActionEvent */
  89983. sourceEvent?: any,
  89984. /** additional data for the event */
  89985. additionalData?: any);
  89986. /**
  89987. * Helper function to auto-create an ActionEvent from a source mesh.
  89988. * @param source The source mesh that triggered the event
  89989. * @param evt The original (browser) event
  89990. * @param additionalData additional data for the event
  89991. * @returns the new ActionEvent
  89992. */
  89993. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  89994. /**
  89995. * Helper function to auto-create an ActionEvent from a source sprite
  89996. * @param source The source sprite that triggered the event
  89997. * @param scene Scene associated with the sprite
  89998. * @param evt The original (browser) event
  89999. * @param additionalData additional data for the event
  90000. * @returns the new ActionEvent
  90001. */
  90002. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90003. /**
  90004. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90005. * @param scene the scene where the event occurred
  90006. * @param evt The original (browser) event
  90007. * @returns the new ActionEvent
  90008. */
  90009. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90010. /**
  90011. * Helper function to auto-create an ActionEvent from a primitive
  90012. * @param prim defines the target primitive
  90013. * @param pointerPos defines the pointer position
  90014. * @param evt The original (browser) event
  90015. * @param additionalData additional data for the event
  90016. * @returns the new ActionEvent
  90017. */
  90018. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90019. }
  90020. }
  90021. declare module BABYLON {
  90022. /**
  90023. * Abstract class used to decouple action Manager from scene and meshes.
  90024. * Do not instantiate.
  90025. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90026. */
  90027. export abstract class AbstractActionManager implements IDisposable {
  90028. /** Gets the list of active triggers */
  90029. static Triggers: {
  90030. [key: string]: number;
  90031. };
  90032. /** Gets the cursor to use when hovering items */
  90033. hoverCursor: string;
  90034. /** Gets the list of actions */
  90035. actions: IAction[];
  90036. /**
  90037. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90038. */
  90039. isRecursive: boolean;
  90040. /**
  90041. * Releases all associated resources
  90042. */
  90043. abstract dispose(): void;
  90044. /**
  90045. * Does this action manager has pointer triggers
  90046. */
  90047. abstract readonly hasPointerTriggers: boolean;
  90048. /**
  90049. * Does this action manager has pick triggers
  90050. */
  90051. abstract readonly hasPickTriggers: boolean;
  90052. /**
  90053. * Process a specific trigger
  90054. * @param trigger defines the trigger to process
  90055. * @param evt defines the event details to be processed
  90056. */
  90057. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90058. /**
  90059. * Does this action manager handles actions of any of the given triggers
  90060. * @param triggers defines the triggers to be tested
  90061. * @return a boolean indicating whether one (or more) of the triggers is handled
  90062. */
  90063. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90064. /**
  90065. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90066. * speed.
  90067. * @param triggerA defines the trigger to be tested
  90068. * @param triggerB defines the trigger to be tested
  90069. * @return a boolean indicating whether one (or more) of the triggers is handled
  90070. */
  90071. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90072. /**
  90073. * Does this action manager handles actions of a given trigger
  90074. * @param trigger defines the trigger to be tested
  90075. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90076. * @return whether the trigger is handled
  90077. */
  90078. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90079. /**
  90080. * Serialize this manager to a JSON object
  90081. * @param name defines the property name to store this manager
  90082. * @returns a JSON representation of this manager
  90083. */
  90084. abstract serialize(name: string): any;
  90085. /**
  90086. * Registers an action to this action manager
  90087. * @param action defines the action to be registered
  90088. * @return the action amended (prepared) after registration
  90089. */
  90090. abstract registerAction(action: IAction): Nullable<IAction>;
  90091. /**
  90092. * Unregisters an action to this action manager
  90093. * @param action defines the action to be unregistered
  90094. * @return a boolean indicating whether the action has been unregistered
  90095. */
  90096. abstract unregisterAction(action: IAction): Boolean;
  90097. /**
  90098. * Does exist one action manager with at least one trigger
  90099. **/
  90100. static readonly HasTriggers: boolean;
  90101. /**
  90102. * Does exist one action manager with at least one pick trigger
  90103. **/
  90104. static readonly HasPickTriggers: boolean;
  90105. /**
  90106. * Does exist one action manager that handles actions of a given trigger
  90107. * @param trigger defines the trigger to be tested
  90108. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90109. **/
  90110. static HasSpecificTrigger(trigger: number): boolean;
  90111. }
  90112. }
  90113. declare module BABYLON {
  90114. /**
  90115. * Defines how a node can be built from a string name.
  90116. */
  90117. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90118. /**
  90119. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90120. */
  90121. export class Node implements IBehaviorAware<Node> {
  90122. /** @hidden */
  90123. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90124. private static _NodeConstructors;
  90125. /**
  90126. * Add a new node constructor
  90127. * @param type defines the type name of the node to construct
  90128. * @param constructorFunc defines the constructor function
  90129. */
  90130. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90131. /**
  90132. * Returns a node constructor based on type name
  90133. * @param type defines the type name
  90134. * @param name defines the new node name
  90135. * @param scene defines the hosting scene
  90136. * @param options defines optional options to transmit to constructors
  90137. * @returns the new constructor or null
  90138. */
  90139. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90140. /**
  90141. * Gets or sets the name of the node
  90142. */
  90143. name: string;
  90144. /**
  90145. * Gets or sets the id of the node
  90146. */
  90147. id: string;
  90148. /**
  90149. * Gets or sets the unique id of the node
  90150. */
  90151. uniqueId: number;
  90152. /**
  90153. * Gets or sets a string used to store user defined state for the node
  90154. */
  90155. state: string;
  90156. /**
  90157. * Gets or sets an object used to store user defined information for the node
  90158. */
  90159. metadata: any;
  90160. /**
  90161. * For internal use only. Please do not use.
  90162. */
  90163. reservedDataStore: any;
  90164. /**
  90165. * List of inspectable custom properties (used by the Inspector)
  90166. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90167. */
  90168. inspectableCustomProperties: IInspectable[];
  90169. /**
  90170. * Gets or sets a boolean used to define if the node must be serialized
  90171. */
  90172. doNotSerialize: boolean;
  90173. /** @hidden */
  90174. _isDisposed: boolean;
  90175. /**
  90176. * Gets a list of Animations associated with the node
  90177. */
  90178. animations: Animation[];
  90179. protected _ranges: {
  90180. [name: string]: Nullable<AnimationRange>;
  90181. };
  90182. /**
  90183. * Callback raised when the node is ready to be used
  90184. */
  90185. onReady: Nullable<(node: Node) => void>;
  90186. private _isEnabled;
  90187. private _isParentEnabled;
  90188. private _isReady;
  90189. /** @hidden */
  90190. _currentRenderId: number;
  90191. private _parentUpdateId;
  90192. /** @hidden */
  90193. _childUpdateId: number;
  90194. /** @hidden */
  90195. _waitingParentId: Nullable<string>;
  90196. /** @hidden */
  90197. _scene: Scene;
  90198. /** @hidden */
  90199. _cache: any;
  90200. private _parentNode;
  90201. private _children;
  90202. /** @hidden */
  90203. _worldMatrix: Matrix;
  90204. /** @hidden */
  90205. _worldMatrixDeterminant: number;
  90206. /** @hidden */
  90207. _worldMatrixDeterminantIsDirty: boolean;
  90208. /** @hidden */
  90209. private _sceneRootNodesIndex;
  90210. /**
  90211. * Gets a boolean indicating if the node has been disposed
  90212. * @returns true if the node was disposed
  90213. */
  90214. isDisposed(): boolean;
  90215. /**
  90216. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90217. * @see https://doc.babylonjs.com/how_to/parenting
  90218. */
  90219. parent: Nullable<Node>;
  90220. private addToSceneRootNodes;
  90221. private removeFromSceneRootNodes;
  90222. private _animationPropertiesOverride;
  90223. /**
  90224. * Gets or sets the animation properties override
  90225. */
  90226. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90227. /**
  90228. * Gets a string idenfifying the name of the class
  90229. * @returns "Node" string
  90230. */
  90231. getClassName(): string;
  90232. /** @hidden */
  90233. readonly _isNode: boolean;
  90234. /**
  90235. * An event triggered when the mesh is disposed
  90236. */
  90237. onDisposeObservable: Observable<Node>;
  90238. private _onDisposeObserver;
  90239. /**
  90240. * Sets a callback that will be raised when the node will be disposed
  90241. */
  90242. onDispose: () => void;
  90243. /**
  90244. * Creates a new Node
  90245. * @param name the name and id to be given to this node
  90246. * @param scene the scene this node will be added to
  90247. * @param addToRootNodes the node will be added to scene.rootNodes
  90248. */
  90249. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90250. /**
  90251. * Gets the scene of the node
  90252. * @returns a scene
  90253. */
  90254. getScene(): Scene;
  90255. /**
  90256. * Gets the engine of the node
  90257. * @returns a Engine
  90258. */
  90259. getEngine(): Engine;
  90260. private _behaviors;
  90261. /**
  90262. * Attach a behavior to the node
  90263. * @see http://doc.babylonjs.com/features/behaviour
  90264. * @param behavior defines the behavior to attach
  90265. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90266. * @returns the current Node
  90267. */
  90268. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90269. /**
  90270. * Remove an attached behavior
  90271. * @see http://doc.babylonjs.com/features/behaviour
  90272. * @param behavior defines the behavior to attach
  90273. * @returns the current Node
  90274. */
  90275. removeBehavior(behavior: Behavior<Node>): Node;
  90276. /**
  90277. * Gets the list of attached behaviors
  90278. * @see http://doc.babylonjs.com/features/behaviour
  90279. */
  90280. readonly behaviors: Behavior<Node>[];
  90281. /**
  90282. * Gets an attached behavior by name
  90283. * @param name defines the name of the behavior to look for
  90284. * @see http://doc.babylonjs.com/features/behaviour
  90285. * @returns null if behavior was not found else the requested behavior
  90286. */
  90287. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90288. /**
  90289. * Returns the latest update of the World matrix
  90290. * @returns a Matrix
  90291. */
  90292. getWorldMatrix(): Matrix;
  90293. /** @hidden */
  90294. _getWorldMatrixDeterminant(): number;
  90295. /**
  90296. * Returns directly the latest state of the mesh World matrix.
  90297. * A Matrix is returned.
  90298. */
  90299. readonly worldMatrixFromCache: Matrix;
  90300. /** @hidden */
  90301. _initCache(): void;
  90302. /** @hidden */
  90303. updateCache(force?: boolean): void;
  90304. /** @hidden */
  90305. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90306. /** @hidden */
  90307. _updateCache(ignoreParentClass?: boolean): void;
  90308. /** @hidden */
  90309. _isSynchronized(): boolean;
  90310. /** @hidden */
  90311. _markSyncedWithParent(): void;
  90312. /** @hidden */
  90313. isSynchronizedWithParent(): boolean;
  90314. /** @hidden */
  90315. isSynchronized(): boolean;
  90316. /**
  90317. * Is this node ready to be used/rendered
  90318. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90319. * @return true if the node is ready
  90320. */
  90321. isReady(completeCheck?: boolean): boolean;
  90322. /**
  90323. * Is this node enabled?
  90324. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  90325. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  90326. * @return whether this node (and its parent) is enabled
  90327. */
  90328. isEnabled(checkAncestors?: boolean): boolean;
  90329. /** @hidden */
  90330. protected _syncParentEnabledState(): void;
  90331. /**
  90332. * Set the enabled state of this node
  90333. * @param value defines the new enabled state
  90334. */
  90335. setEnabled(value: boolean): void;
  90336. /**
  90337. * Is this node a descendant of the given node?
  90338. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90339. * @param ancestor defines the parent node to inspect
  90340. * @returns a boolean indicating if this node is a descendant of the given node
  90341. */
  90342. isDescendantOf(ancestor: Node): boolean;
  90343. /** @hidden */
  90344. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90345. /**
  90346. * Will return all nodes that have this node as ascendant
  90347. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  90348. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90349. * @return all children nodes of all types
  90350. */
  90351. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90352. /**
  90353. * Get all child-meshes of this node
  90354. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  90355. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90356. * @returns an array of AbstractMesh
  90357. */
  90358. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90359. /**
  90360. * Get all direct children of this node
  90361. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  90362. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  90363. * @returns an array of Node
  90364. */
  90365. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90366. /** @hidden */
  90367. _setReady(state: boolean): void;
  90368. /**
  90369. * Get an animation by name
  90370. * @param name defines the name of the animation to look for
  90371. * @returns null if not found else the requested animation
  90372. */
  90373. getAnimationByName(name: string): Nullable<Animation>;
  90374. /**
  90375. * Creates an animation range for this node
  90376. * @param name defines the name of the range
  90377. * @param from defines the starting key
  90378. * @param to defines the end key
  90379. */
  90380. createAnimationRange(name: string, from: number, to: number): void;
  90381. /**
  90382. * Delete a specific animation range
  90383. * @param name defines the name of the range to delete
  90384. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90385. */
  90386. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90387. /**
  90388. * Get an animation range by name
  90389. * @param name defines the name of the animation range to look for
  90390. * @returns null if not found else the requested animation range
  90391. */
  90392. getAnimationRange(name: string): Nullable<AnimationRange>;
  90393. /**
  90394. * Gets the list of all animation ranges defined on this node
  90395. * @returns an array
  90396. */
  90397. getAnimationRanges(): Nullable<AnimationRange>[];
  90398. /**
  90399. * Will start the animation sequence
  90400. * @param name defines the range frames for animation sequence
  90401. * @param loop defines if the animation should loop (false by default)
  90402. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90403. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90404. * @returns the object created for this animation. If range does not exist, it will return null
  90405. */
  90406. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90407. /**
  90408. * Serialize animation ranges into a JSON compatible object
  90409. * @returns serialization object
  90410. */
  90411. serializeAnimationRanges(): any;
  90412. /**
  90413. * Computes the world matrix of the node
  90414. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90415. * @returns the world matrix
  90416. */
  90417. computeWorldMatrix(force?: boolean): Matrix;
  90418. /**
  90419. * Releases resources associated with this node.
  90420. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90421. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90422. */
  90423. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90424. /**
  90425. * Parse animation range data from a serialization object and store them into a given node
  90426. * @param node defines where to store the animation ranges
  90427. * @param parsedNode defines the serialization object to read data from
  90428. * @param scene defines the hosting scene
  90429. */
  90430. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90431. /**
  90432. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90433. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90434. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  90435. * @returns the new bounding vectors
  90436. */
  90437. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90438. min: Vector3;
  90439. max: Vector3;
  90440. };
  90441. }
  90442. }
  90443. declare module BABYLON {
  90444. /**
  90445. * @hidden
  90446. */
  90447. export class _IAnimationState {
  90448. key: number;
  90449. repeatCount: number;
  90450. workValue?: any;
  90451. loopMode?: number;
  90452. offsetValue?: any;
  90453. highLimitValue?: any;
  90454. }
  90455. /**
  90456. * Class used to store any kind of animation
  90457. */
  90458. export class Animation {
  90459. /**Name of the animation */
  90460. name: string;
  90461. /**Property to animate */
  90462. targetProperty: string;
  90463. /**The frames per second of the animation */
  90464. framePerSecond: number;
  90465. /**The data type of the animation */
  90466. dataType: number;
  90467. /**The loop mode of the animation */
  90468. loopMode?: number | undefined;
  90469. /**Specifies if blending should be enabled */
  90470. enableBlending?: boolean | undefined;
  90471. /**
  90472. * Use matrix interpolation instead of using direct key value when animating matrices
  90473. */
  90474. static AllowMatricesInterpolation: boolean;
  90475. /**
  90476. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90477. */
  90478. static AllowMatrixDecomposeForInterpolation: boolean;
  90479. /**
  90480. * Stores the key frames of the animation
  90481. */
  90482. private _keys;
  90483. /**
  90484. * Stores the easing function of the animation
  90485. */
  90486. private _easingFunction;
  90487. /**
  90488. * @hidden Internal use only
  90489. */
  90490. _runtimeAnimations: RuntimeAnimation[];
  90491. /**
  90492. * The set of event that will be linked to this animation
  90493. */
  90494. private _events;
  90495. /**
  90496. * Stores an array of target property paths
  90497. */
  90498. targetPropertyPath: string[];
  90499. /**
  90500. * Stores the blending speed of the animation
  90501. */
  90502. blendingSpeed: number;
  90503. /**
  90504. * Stores the animation ranges for the animation
  90505. */
  90506. private _ranges;
  90507. /**
  90508. * @hidden Internal use
  90509. */
  90510. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90511. /**
  90512. * Sets up an animation
  90513. * @param property The property to animate
  90514. * @param animationType The animation type to apply
  90515. * @param framePerSecond The frames per second of the animation
  90516. * @param easingFunction The easing function used in the animation
  90517. * @returns The created animation
  90518. */
  90519. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90520. /**
  90521. * Create and start an animation on a node
  90522. * @param name defines the name of the global animation that will be run on all nodes
  90523. * @param node defines the root node where the animation will take place
  90524. * @param targetProperty defines property to animate
  90525. * @param framePerSecond defines the number of frame per second yo use
  90526. * @param totalFrame defines the number of frames in total
  90527. * @param from defines the initial value
  90528. * @param to defines the final value
  90529. * @param loopMode defines which loop mode you want to use (off by default)
  90530. * @param easingFunction defines the easing function to use (linear by default)
  90531. * @param onAnimationEnd defines the callback to call when animation end
  90532. * @returns the animatable created for this animation
  90533. */
  90534. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90535. /**
  90536. * Create and start an animation on a node and its descendants
  90537. * @param name defines the name of the global animation that will be run on all nodes
  90538. * @param node defines the root node where the animation will take place
  90539. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  90540. * @param targetProperty defines property to animate
  90541. * @param framePerSecond defines the number of frame per second to use
  90542. * @param totalFrame defines the number of frames in total
  90543. * @param from defines the initial value
  90544. * @param to defines the final value
  90545. * @param loopMode defines which loop mode you want to use (off by default)
  90546. * @param easingFunction defines the easing function to use (linear by default)
  90547. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90548. * @returns the list of animatables created for all nodes
  90549. * @example https://www.babylonjs-playground.com/#MH0VLI
  90550. */
  90551. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  90552. /**
  90553. * Creates a new animation, merges it with the existing animations and starts it
  90554. * @param name Name of the animation
  90555. * @param node Node which contains the scene that begins the animations
  90556. * @param targetProperty Specifies which property to animate
  90557. * @param framePerSecond The frames per second of the animation
  90558. * @param totalFrame The total number of frames
  90559. * @param from The frame at the beginning of the animation
  90560. * @param to The frame at the end of the animation
  90561. * @param loopMode Specifies the loop mode of the animation
  90562. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90563. * @param onAnimationEnd Callback to run once the animation is complete
  90564. * @returns Nullable animation
  90565. */
  90566. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90567. /**
  90568. * Transition property of an host to the target Value
  90569. * @param property The property to transition
  90570. * @param targetValue The target Value of the property
  90571. * @param host The object where the property to animate belongs
  90572. * @param scene Scene used to run the animation
  90573. * @param frameRate Framerate (in frame/s) to use
  90574. * @param transition The transition type we want to use
  90575. * @param duration The duration of the animation, in milliseconds
  90576. * @param onAnimationEnd Callback trigger at the end of the animation
  90577. * @returns Nullable animation
  90578. */
  90579. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90580. /**
  90581. * Return the array of runtime animations currently using this animation
  90582. */
  90583. readonly runtimeAnimations: RuntimeAnimation[];
  90584. /**
  90585. * Specifies if any of the runtime animations are currently running
  90586. */
  90587. readonly hasRunningRuntimeAnimations: boolean;
  90588. /**
  90589. * Initializes the animation
  90590. * @param name Name of the animation
  90591. * @param targetProperty Property to animate
  90592. * @param framePerSecond The frames per second of the animation
  90593. * @param dataType The data type of the animation
  90594. * @param loopMode The loop mode of the animation
  90595. * @param enableBlending Specifies if blending should be enabled
  90596. */
  90597. constructor(
  90598. /**Name of the animation */
  90599. name: string,
  90600. /**Property to animate */
  90601. targetProperty: string,
  90602. /**The frames per second of the animation */
  90603. framePerSecond: number,
  90604. /**The data type of the animation */
  90605. dataType: number,
  90606. /**The loop mode of the animation */
  90607. loopMode?: number | undefined,
  90608. /**Specifies if blending should be enabled */
  90609. enableBlending?: boolean | undefined);
  90610. /**
  90611. * Converts the animation to a string
  90612. * @param fullDetails support for multiple levels of logging within scene loading
  90613. * @returns String form of the animation
  90614. */
  90615. toString(fullDetails?: boolean): string;
  90616. /**
  90617. * Add an event to this animation
  90618. * @param event Event to add
  90619. */
  90620. addEvent(event: AnimationEvent): void;
  90621. /**
  90622. * Remove all events found at the given frame
  90623. * @param frame The frame to remove events from
  90624. */
  90625. removeEvents(frame: number): void;
  90626. /**
  90627. * Retrieves all the events from the animation
  90628. * @returns Events from the animation
  90629. */
  90630. getEvents(): AnimationEvent[];
  90631. /**
  90632. * Creates an animation range
  90633. * @param name Name of the animation range
  90634. * @param from Starting frame of the animation range
  90635. * @param to Ending frame of the animation
  90636. */
  90637. createRange(name: string, from: number, to: number): void;
  90638. /**
  90639. * Deletes an animation range by name
  90640. * @param name Name of the animation range to delete
  90641. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90642. */
  90643. deleteRange(name: string, deleteFrames?: boolean): void;
  90644. /**
  90645. * Gets the animation range by name, or null if not defined
  90646. * @param name Name of the animation range
  90647. * @returns Nullable animation range
  90648. */
  90649. getRange(name: string): Nullable<AnimationRange>;
  90650. /**
  90651. * Gets the key frames from the animation
  90652. * @returns The key frames of the animation
  90653. */
  90654. getKeys(): Array<IAnimationKey>;
  90655. /**
  90656. * Gets the highest frame rate of the animation
  90657. * @returns Highest frame rate of the animation
  90658. */
  90659. getHighestFrame(): number;
  90660. /**
  90661. * Gets the easing function of the animation
  90662. * @returns Easing function of the animation
  90663. */
  90664. getEasingFunction(): IEasingFunction;
  90665. /**
  90666. * Sets the easing function of the animation
  90667. * @param easingFunction A custom mathematical formula for animation
  90668. */
  90669. setEasingFunction(easingFunction: EasingFunction): void;
  90670. /**
  90671. * Interpolates a scalar linearly
  90672. * @param startValue Start value of the animation curve
  90673. * @param endValue End value of the animation curve
  90674. * @param gradient Scalar amount to interpolate
  90675. * @returns Interpolated scalar value
  90676. */
  90677. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90678. /**
  90679. * Interpolates a scalar cubically
  90680. * @param startValue Start value of the animation curve
  90681. * @param outTangent End tangent of the animation
  90682. * @param endValue End value of the animation curve
  90683. * @param inTangent Start tangent of the animation curve
  90684. * @param gradient Scalar amount to interpolate
  90685. * @returns Interpolated scalar value
  90686. */
  90687. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90688. /**
  90689. * Interpolates a quaternion using a spherical linear interpolation
  90690. * @param startValue Start value of the animation curve
  90691. * @param endValue End value of the animation curve
  90692. * @param gradient Scalar amount to interpolate
  90693. * @returns Interpolated quaternion value
  90694. */
  90695. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90696. /**
  90697. * Interpolates a quaternion cubically
  90698. * @param startValue Start value of the animation curve
  90699. * @param outTangent End tangent of the animation curve
  90700. * @param endValue End value of the animation curve
  90701. * @param inTangent Start tangent of the animation curve
  90702. * @param gradient Scalar amount to interpolate
  90703. * @returns Interpolated quaternion value
  90704. */
  90705. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90706. /**
  90707. * Interpolates a Vector3 linearl
  90708. * @param startValue Start value of the animation curve
  90709. * @param endValue End value of the animation curve
  90710. * @param gradient Scalar amount to interpolate
  90711. * @returns Interpolated scalar value
  90712. */
  90713. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90714. /**
  90715. * Interpolates a Vector3 cubically
  90716. * @param startValue Start value of the animation curve
  90717. * @param outTangent End tangent of the animation
  90718. * @param endValue End value of the animation curve
  90719. * @param inTangent Start tangent of the animation curve
  90720. * @param gradient Scalar amount to interpolate
  90721. * @returns InterpolatedVector3 value
  90722. */
  90723. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90724. /**
  90725. * Interpolates a Vector2 linearly
  90726. * @param startValue Start value of the animation curve
  90727. * @param endValue End value of the animation curve
  90728. * @param gradient Scalar amount to interpolate
  90729. * @returns Interpolated Vector2 value
  90730. */
  90731. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90732. /**
  90733. * Interpolates a Vector2 cubically
  90734. * @param startValue Start value of the animation curve
  90735. * @param outTangent End tangent of the animation
  90736. * @param endValue End value of the animation curve
  90737. * @param inTangent Start tangent of the animation curve
  90738. * @param gradient Scalar amount to interpolate
  90739. * @returns Interpolated Vector2 value
  90740. */
  90741. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  90742. /**
  90743. * Interpolates a size linearly
  90744. * @param startValue Start value of the animation curve
  90745. * @param endValue End value of the animation curve
  90746. * @param gradient Scalar amount to interpolate
  90747. * @returns Interpolated Size value
  90748. */
  90749. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  90750. /**
  90751. * Interpolates a Color3 linearly
  90752. * @param startValue Start value of the animation curve
  90753. * @param endValue End value of the animation curve
  90754. * @param gradient Scalar amount to interpolate
  90755. * @returns Interpolated Color3 value
  90756. */
  90757. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  90758. /**
  90759. * @hidden Internal use only
  90760. */
  90761. _getKeyValue(value: any): any;
  90762. /**
  90763. * @hidden Internal use only
  90764. */
  90765. _interpolate(currentFrame: number, state: _IAnimationState): any;
  90766. /**
  90767. * Defines the function to use to interpolate matrices
  90768. * @param startValue defines the start matrix
  90769. * @param endValue defines the end matrix
  90770. * @param gradient defines the gradient between both matrices
  90771. * @param result defines an optional target matrix where to store the interpolation
  90772. * @returns the interpolated matrix
  90773. */
  90774. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  90775. /**
  90776. * Makes a copy of the animation
  90777. * @returns Cloned animation
  90778. */
  90779. clone(): Animation;
  90780. /**
  90781. * Sets the key frames of the animation
  90782. * @param values The animation key frames to set
  90783. */
  90784. setKeys(values: Array<IAnimationKey>): void;
  90785. /**
  90786. * Serializes the animation to an object
  90787. * @returns Serialized object
  90788. */
  90789. serialize(): any;
  90790. /**
  90791. * Float animation type
  90792. */
  90793. private static _ANIMATIONTYPE_FLOAT;
  90794. /**
  90795. * Vector3 animation type
  90796. */
  90797. private static _ANIMATIONTYPE_VECTOR3;
  90798. /**
  90799. * Quaternion animation type
  90800. */
  90801. private static _ANIMATIONTYPE_QUATERNION;
  90802. /**
  90803. * Matrix animation type
  90804. */
  90805. private static _ANIMATIONTYPE_MATRIX;
  90806. /**
  90807. * Color3 animation type
  90808. */
  90809. private static _ANIMATIONTYPE_COLOR3;
  90810. /**
  90811. * Vector2 animation type
  90812. */
  90813. private static _ANIMATIONTYPE_VECTOR2;
  90814. /**
  90815. * Size animation type
  90816. */
  90817. private static _ANIMATIONTYPE_SIZE;
  90818. /**
  90819. * Relative Loop Mode
  90820. */
  90821. private static _ANIMATIONLOOPMODE_RELATIVE;
  90822. /**
  90823. * Cycle Loop Mode
  90824. */
  90825. private static _ANIMATIONLOOPMODE_CYCLE;
  90826. /**
  90827. * Constant Loop Mode
  90828. */
  90829. private static _ANIMATIONLOOPMODE_CONSTANT;
  90830. /**
  90831. * Get the float animation type
  90832. */
  90833. static readonly ANIMATIONTYPE_FLOAT: number;
  90834. /**
  90835. * Get the Vector3 animation type
  90836. */
  90837. static readonly ANIMATIONTYPE_VECTOR3: number;
  90838. /**
  90839. * Get the Vector2 animation type
  90840. */
  90841. static readonly ANIMATIONTYPE_VECTOR2: number;
  90842. /**
  90843. * Get the Size animation type
  90844. */
  90845. static readonly ANIMATIONTYPE_SIZE: number;
  90846. /**
  90847. * Get the Quaternion animation type
  90848. */
  90849. static readonly ANIMATIONTYPE_QUATERNION: number;
  90850. /**
  90851. * Get the Matrix animation type
  90852. */
  90853. static readonly ANIMATIONTYPE_MATRIX: number;
  90854. /**
  90855. * Get the Color3 animation type
  90856. */
  90857. static readonly ANIMATIONTYPE_COLOR3: number;
  90858. /**
  90859. * Get the Relative Loop Mode
  90860. */
  90861. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  90862. /**
  90863. * Get the Cycle Loop Mode
  90864. */
  90865. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  90866. /**
  90867. * Get the Constant Loop Mode
  90868. */
  90869. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  90870. /** @hidden */
  90871. static _UniversalLerp(left: any, right: any, amount: number): any;
  90872. /**
  90873. * Parses an animation object and creates an animation
  90874. * @param parsedAnimation Parsed animation object
  90875. * @returns Animation object
  90876. */
  90877. static Parse(parsedAnimation: any): Animation;
  90878. /**
  90879. * Appends the serialized animations from the source animations
  90880. * @param source Source containing the animations
  90881. * @param destination Target to store the animations
  90882. */
  90883. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90884. }
  90885. }
  90886. declare module BABYLON {
  90887. /**
  90888. * Interface containing an array of animations
  90889. */
  90890. export interface IAnimatable {
  90891. /**
  90892. * Array of animations
  90893. */
  90894. animations: Nullable<Array<Animation>>;
  90895. }
  90896. }
  90897. declare module BABYLON {
  90898. /**
  90899. * This represents all the required information to add a fresnel effect on a material:
  90900. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  90901. */
  90902. export class FresnelParameters {
  90903. private _isEnabled;
  90904. /**
  90905. * Define if the fresnel effect is enable or not.
  90906. */
  90907. isEnabled: boolean;
  90908. /**
  90909. * Define the color used on edges (grazing angle)
  90910. */
  90911. leftColor: Color3;
  90912. /**
  90913. * Define the color used on center
  90914. */
  90915. rightColor: Color3;
  90916. /**
  90917. * Define bias applied to computed fresnel term
  90918. */
  90919. bias: number;
  90920. /**
  90921. * Defined the power exponent applied to fresnel term
  90922. */
  90923. power: number;
  90924. /**
  90925. * Clones the current fresnel and its valuues
  90926. * @returns a clone fresnel configuration
  90927. */
  90928. clone(): FresnelParameters;
  90929. /**
  90930. * Serializes the current fresnel parameters to a JSON representation.
  90931. * @return the JSON serialization
  90932. */
  90933. serialize(): any;
  90934. /**
  90935. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  90936. * @param parsedFresnelParameters Define the JSON representation
  90937. * @returns the parsed parameters
  90938. */
  90939. static Parse(parsedFresnelParameters: any): FresnelParameters;
  90940. }
  90941. }
  90942. declare module BABYLON {
  90943. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  90944. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90945. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90946. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90947. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90948. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90949. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90950. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90951. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90952. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90953. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90954. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90955. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90956. /**
  90957. * Decorator used to define property that can be serialized as reference to a camera
  90958. * @param sourceName defines the name of the property to decorate
  90959. */
  90960. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  90961. /**
  90962. * Class used to help serialization objects
  90963. */
  90964. export class SerializationHelper {
  90965. /** @hidden */
  90966. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  90967. /** @hidden */
  90968. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  90969. /** @hidden */
  90970. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  90971. /** @hidden */
  90972. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  90973. /**
  90974. * Appends the serialized animations from the source animations
  90975. * @param source Source containing the animations
  90976. * @param destination Target to store the animations
  90977. */
  90978. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  90979. /**
  90980. * Static function used to serialized a specific entity
  90981. * @param entity defines the entity to serialize
  90982. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  90983. * @returns a JSON compatible object representing the serialization of the entity
  90984. */
  90985. static Serialize<T>(entity: T, serializationObject?: any): any;
  90986. /**
  90987. * Creates a new entity from a serialization data object
  90988. * @param creationFunction defines a function used to instanciated the new entity
  90989. * @param source defines the source serialization data
  90990. * @param scene defines the hosting scene
  90991. * @param rootUrl defines the root url for resources
  90992. * @returns a new entity
  90993. */
  90994. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  90995. /**
  90996. * Clones an object
  90997. * @param creationFunction defines the function used to instanciate the new object
  90998. * @param source defines the source object
  90999. * @returns the cloned object
  91000. */
  91001. static Clone<T>(creationFunction: () => T, source: T): T;
  91002. /**
  91003. * Instanciates a new object based on a source one (some data will be shared between both object)
  91004. * @param creationFunction defines the function used to instanciate the new object
  91005. * @param source defines the source object
  91006. * @returns the new object
  91007. */
  91008. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91009. }
  91010. }
  91011. declare module BABYLON {
  91012. /**
  91013. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91014. */
  91015. export interface CubeMapInfo {
  91016. /**
  91017. * The pixel array for the front face.
  91018. * This is stored in format, left to right, up to down format.
  91019. */
  91020. front: Nullable<ArrayBufferView>;
  91021. /**
  91022. * The pixel array for the back face.
  91023. * This is stored in format, left to right, up to down format.
  91024. */
  91025. back: Nullable<ArrayBufferView>;
  91026. /**
  91027. * The pixel array for the left face.
  91028. * This is stored in format, left to right, up to down format.
  91029. */
  91030. left: Nullable<ArrayBufferView>;
  91031. /**
  91032. * The pixel array for the right face.
  91033. * This is stored in format, left to right, up to down format.
  91034. */
  91035. right: Nullable<ArrayBufferView>;
  91036. /**
  91037. * The pixel array for the up face.
  91038. * This is stored in format, left to right, up to down format.
  91039. */
  91040. up: Nullable<ArrayBufferView>;
  91041. /**
  91042. * The pixel array for the down face.
  91043. * This is stored in format, left to right, up to down format.
  91044. */
  91045. down: Nullable<ArrayBufferView>;
  91046. /**
  91047. * The size of the cubemap stored.
  91048. *
  91049. * Each faces will be size * size pixels.
  91050. */
  91051. size: number;
  91052. /**
  91053. * The format of the texture.
  91054. *
  91055. * RGBA, RGB.
  91056. */
  91057. format: number;
  91058. /**
  91059. * The type of the texture data.
  91060. *
  91061. * UNSIGNED_INT, FLOAT.
  91062. */
  91063. type: number;
  91064. /**
  91065. * Specifies whether the texture is in gamma space.
  91066. */
  91067. gammaSpace: boolean;
  91068. }
  91069. /**
  91070. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91071. */
  91072. export class PanoramaToCubeMapTools {
  91073. private static FACE_FRONT;
  91074. private static FACE_BACK;
  91075. private static FACE_RIGHT;
  91076. private static FACE_LEFT;
  91077. private static FACE_DOWN;
  91078. private static FACE_UP;
  91079. /**
  91080. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91081. *
  91082. * @param float32Array The source data.
  91083. * @param inputWidth The width of the input panorama.
  91084. * @param inputHeight The height of the input panorama.
  91085. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91086. * @return The cubemap data
  91087. */
  91088. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91089. private static CreateCubemapTexture;
  91090. private static CalcProjectionSpherical;
  91091. }
  91092. }
  91093. declare module BABYLON {
  91094. /**
  91095. * Helper class dealing with the extraction of spherical polynomial dataArray
  91096. * from a cube map.
  91097. */
  91098. export class CubeMapToSphericalPolynomialTools {
  91099. private static FileFaces;
  91100. /**
  91101. * Converts a texture to the according Spherical Polynomial data.
  91102. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91103. *
  91104. * @param texture The texture to extract the information from.
  91105. * @return The Spherical Polynomial data.
  91106. */
  91107. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91108. /**
  91109. * Converts a cubemap to the according Spherical Polynomial data.
  91110. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91111. *
  91112. * @param cubeInfo The Cube map to extract the information from.
  91113. * @return The Spherical Polynomial data.
  91114. */
  91115. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91116. }
  91117. }
  91118. declare module BABYLON {
  91119. /**
  91120. * Class used to manipulate GUIDs
  91121. */
  91122. export class GUID {
  91123. /**
  91124. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91125. * Be aware Math.random() could cause collisions, but:
  91126. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  91127. * @returns a pseudo random id
  91128. */
  91129. static RandomId(): string;
  91130. }
  91131. }
  91132. declare module BABYLON {
  91133. /**
  91134. * Base class of all the textures in babylon.
  91135. * It groups all the common properties the materials, post process, lights... might need
  91136. * in order to make a correct use of the texture.
  91137. */
  91138. export class BaseTexture implements IAnimatable {
  91139. /**
  91140. * Default anisotropic filtering level for the application.
  91141. * It is set to 4 as a good tradeoff between perf and quality.
  91142. */
  91143. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91144. /**
  91145. * Gets or sets the unique id of the texture
  91146. */
  91147. uniqueId: number;
  91148. /**
  91149. * Define the name of the texture.
  91150. */
  91151. name: string;
  91152. /**
  91153. * Gets or sets an object used to store user defined information.
  91154. */
  91155. metadata: any;
  91156. /**
  91157. * For internal use only. Please do not use.
  91158. */
  91159. reservedDataStore: any;
  91160. private _hasAlpha;
  91161. /**
  91162. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91163. */
  91164. hasAlpha: boolean;
  91165. /**
  91166. * Defines if the alpha value should be determined via the rgb values.
  91167. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91168. */
  91169. getAlphaFromRGB: boolean;
  91170. /**
  91171. * Intensity or strength of the texture.
  91172. * It is commonly used by materials to fine tune the intensity of the texture
  91173. */
  91174. level: number;
  91175. /**
  91176. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91177. * This is part of the texture as textures usually maps to one uv set.
  91178. */
  91179. coordinatesIndex: number;
  91180. private _coordinatesMode;
  91181. /**
  91182. * How a texture is mapped.
  91183. *
  91184. * | Value | Type | Description |
  91185. * | ----- | ----------------------------------- | ----------- |
  91186. * | 0 | EXPLICIT_MODE | |
  91187. * | 1 | SPHERICAL_MODE | |
  91188. * | 2 | PLANAR_MODE | |
  91189. * | 3 | CUBIC_MODE | |
  91190. * | 4 | PROJECTION_MODE | |
  91191. * | 5 | SKYBOX_MODE | |
  91192. * | 6 | INVCUBIC_MODE | |
  91193. * | 7 | EQUIRECTANGULAR_MODE | |
  91194. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91195. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91196. */
  91197. coordinatesMode: number;
  91198. /**
  91199. * | Value | Type | Description |
  91200. * | ----- | ------------------ | ----------- |
  91201. * | 0 | CLAMP_ADDRESSMODE | |
  91202. * | 1 | WRAP_ADDRESSMODE | |
  91203. * | 2 | MIRROR_ADDRESSMODE | |
  91204. */
  91205. wrapU: number;
  91206. /**
  91207. * | Value | Type | Description |
  91208. * | ----- | ------------------ | ----------- |
  91209. * | 0 | CLAMP_ADDRESSMODE | |
  91210. * | 1 | WRAP_ADDRESSMODE | |
  91211. * | 2 | MIRROR_ADDRESSMODE | |
  91212. */
  91213. wrapV: number;
  91214. /**
  91215. * | Value | Type | Description |
  91216. * | ----- | ------------------ | ----------- |
  91217. * | 0 | CLAMP_ADDRESSMODE | |
  91218. * | 1 | WRAP_ADDRESSMODE | |
  91219. * | 2 | MIRROR_ADDRESSMODE | |
  91220. */
  91221. wrapR: number;
  91222. /**
  91223. * With compliant hardware and browser (supporting anisotropic filtering)
  91224. * this defines the level of anisotropic filtering in the texture.
  91225. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91226. */
  91227. anisotropicFilteringLevel: number;
  91228. /**
  91229. * Define if the texture is a cube texture or if false a 2d texture.
  91230. */
  91231. isCube: boolean;
  91232. /**
  91233. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91234. */
  91235. is3D: boolean;
  91236. /**
  91237. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91238. * HDR texture are usually stored in linear space.
  91239. * This only impacts the PBR and Background materials
  91240. */
  91241. gammaSpace: boolean;
  91242. /**
  91243. * Gets whether or not the texture contains RGBD data.
  91244. */
  91245. readonly isRGBD: boolean;
  91246. /**
  91247. * Is Z inverted in the texture (useful in a cube texture).
  91248. */
  91249. invertZ: boolean;
  91250. /**
  91251. * Are mip maps generated for this texture or not.
  91252. */
  91253. readonly noMipmap: boolean;
  91254. /**
  91255. * @hidden
  91256. */
  91257. lodLevelInAlpha: boolean;
  91258. /**
  91259. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91260. */
  91261. lodGenerationOffset: number;
  91262. /**
  91263. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91264. */
  91265. lodGenerationScale: number;
  91266. /**
  91267. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91268. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91269. * average roughness values.
  91270. */
  91271. linearSpecularLOD: boolean;
  91272. /**
  91273. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91274. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91275. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91276. */
  91277. irradianceTexture: Nullable<BaseTexture>;
  91278. /**
  91279. * Define if the texture is a render target.
  91280. */
  91281. isRenderTarget: boolean;
  91282. /**
  91283. * Define the unique id of the texture in the scene.
  91284. */
  91285. readonly uid: string;
  91286. /**
  91287. * Return a string representation of the texture.
  91288. * @returns the texture as a string
  91289. */
  91290. toString(): string;
  91291. /**
  91292. * Get the class name of the texture.
  91293. * @returns "BaseTexture"
  91294. */
  91295. getClassName(): string;
  91296. /**
  91297. * Define the list of animation attached to the texture.
  91298. */
  91299. animations: Animation[];
  91300. /**
  91301. * An event triggered when the texture is disposed.
  91302. */
  91303. onDisposeObservable: Observable<BaseTexture>;
  91304. private _onDisposeObserver;
  91305. /**
  91306. * Callback triggered when the texture has been disposed.
  91307. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91308. */
  91309. onDispose: () => void;
  91310. /**
  91311. * Define the current state of the loading sequence when in delayed load mode.
  91312. */
  91313. delayLoadState: number;
  91314. private _scene;
  91315. /** @hidden */
  91316. _texture: Nullable<InternalTexture>;
  91317. private _uid;
  91318. /**
  91319. * Define if the texture is preventinga material to render or not.
  91320. * If not and the texture is not ready, the engine will use a default black texture instead.
  91321. */
  91322. readonly isBlocking: boolean;
  91323. /**
  91324. * Instantiates a new BaseTexture.
  91325. * Base class of all the textures in babylon.
  91326. * It groups all the common properties the materials, post process, lights... might need
  91327. * in order to make a correct use of the texture.
  91328. * @param scene Define the scene the texture blongs to
  91329. */
  91330. constructor(scene: Nullable<Scene>);
  91331. /**
  91332. * Get the scene the texture belongs to.
  91333. * @returns the scene or null if undefined
  91334. */
  91335. getScene(): Nullable<Scene>;
  91336. /**
  91337. * Get the texture transform matrix used to offset tile the texture for istance.
  91338. * @returns the transformation matrix
  91339. */
  91340. getTextureMatrix(): Matrix;
  91341. /**
  91342. * Get the texture reflection matrix used to rotate/transform the reflection.
  91343. * @returns the reflection matrix
  91344. */
  91345. getReflectionTextureMatrix(): Matrix;
  91346. /**
  91347. * Get the underlying lower level texture from Babylon.
  91348. * @returns the insternal texture
  91349. */
  91350. getInternalTexture(): Nullable<InternalTexture>;
  91351. /**
  91352. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91353. * @returns true if ready or not blocking
  91354. */
  91355. isReadyOrNotBlocking(): boolean;
  91356. /**
  91357. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91358. * @returns true if fully ready
  91359. */
  91360. isReady(): boolean;
  91361. private _cachedSize;
  91362. /**
  91363. * Get the size of the texture.
  91364. * @returns the texture size.
  91365. */
  91366. getSize(): ISize;
  91367. /**
  91368. * Get the base size of the texture.
  91369. * It can be different from the size if the texture has been resized for POT for instance
  91370. * @returns the base size
  91371. */
  91372. getBaseSize(): ISize;
  91373. /**
  91374. * Update the sampling mode of the texture.
  91375. * Default is Trilinear mode.
  91376. *
  91377. * | Value | Type | Description |
  91378. * | ----- | ------------------ | ----------- |
  91379. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91380. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91381. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91382. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91383. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91384. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91385. * | 7 | NEAREST_LINEAR | |
  91386. * | 8 | NEAREST_NEAREST | |
  91387. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91388. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91389. * | 11 | LINEAR_LINEAR | |
  91390. * | 12 | LINEAR_NEAREST | |
  91391. *
  91392. * > _mag_: magnification filter (close to the viewer)
  91393. * > _min_: minification filter (far from the viewer)
  91394. * > _mip_: filter used between mip map levels
  91395. *@param samplingMode Define the new sampling mode of the texture
  91396. */
  91397. updateSamplingMode(samplingMode: number): void;
  91398. /**
  91399. * Scales the texture if is `canRescale()`
  91400. * @param ratio the resize factor we want to use to rescale
  91401. */
  91402. scale(ratio: number): void;
  91403. /**
  91404. * Get if the texture can rescale.
  91405. */
  91406. readonly canRescale: boolean;
  91407. /** @hidden */
  91408. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91409. /** @hidden */
  91410. _rebuild(): void;
  91411. /**
  91412. * Triggers the load sequence in delayed load mode.
  91413. */
  91414. delayLoad(): void;
  91415. /**
  91416. * Clones the texture.
  91417. * @returns the cloned texture
  91418. */
  91419. clone(): Nullable<BaseTexture>;
  91420. /**
  91421. * Get the texture underlying type (INT, FLOAT...)
  91422. */
  91423. readonly textureType: number;
  91424. /**
  91425. * Get the texture underlying format (RGB, RGBA...)
  91426. */
  91427. readonly textureFormat: number;
  91428. /**
  91429. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91430. * This will returns an RGBA array buffer containing either in values (0-255) or
  91431. * float values (0-1) depending of the underlying buffer type.
  91432. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91433. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91434. * @param buffer defines a user defined buffer to fill with data (can be null)
  91435. * @returns The Array buffer containing the pixels data.
  91436. */
  91437. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91438. /**
  91439. * Release and destroy the underlying lower level texture aka internalTexture.
  91440. */
  91441. releaseInternalTexture(): void;
  91442. /**
  91443. * Get the polynomial representation of the texture data.
  91444. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91445. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91446. */
  91447. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91448. /** @hidden */
  91449. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91450. /** @hidden */
  91451. readonly _lodTextureMid: Nullable<BaseTexture>;
  91452. /** @hidden */
  91453. readonly _lodTextureLow: Nullable<BaseTexture>;
  91454. /**
  91455. * Dispose the texture and release its associated resources.
  91456. */
  91457. dispose(): void;
  91458. /**
  91459. * Serialize the texture into a JSON representation that can be parsed later on.
  91460. * @returns the JSON representation of the texture
  91461. */
  91462. serialize(): any;
  91463. /**
  91464. * Helper function to be called back once a list of texture contains only ready textures.
  91465. * @param textures Define the list of textures to wait for
  91466. * @param callback Define the callback triggered once the entire list will be ready
  91467. */
  91468. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91469. }
  91470. }
  91471. declare module BABYLON {
  91472. /**
  91473. * Class used to store data associated with WebGL texture data for the engine
  91474. * This class should not be used directly
  91475. */
  91476. export class InternalTexture {
  91477. /** @hidden */
  91478. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91479. /**
  91480. * The source of the texture data is unknown
  91481. */
  91482. static DATASOURCE_UNKNOWN: number;
  91483. /**
  91484. * Texture data comes from an URL
  91485. */
  91486. static DATASOURCE_URL: number;
  91487. /**
  91488. * Texture data is only used for temporary storage
  91489. */
  91490. static DATASOURCE_TEMP: number;
  91491. /**
  91492. * Texture data comes from raw data (ArrayBuffer)
  91493. */
  91494. static DATASOURCE_RAW: number;
  91495. /**
  91496. * Texture content is dynamic (video or dynamic texture)
  91497. */
  91498. static DATASOURCE_DYNAMIC: number;
  91499. /**
  91500. * Texture content is generated by rendering to it
  91501. */
  91502. static DATASOURCE_RENDERTARGET: number;
  91503. /**
  91504. * Texture content is part of a multi render target process
  91505. */
  91506. static DATASOURCE_MULTIRENDERTARGET: number;
  91507. /**
  91508. * Texture data comes from a cube data file
  91509. */
  91510. static DATASOURCE_CUBE: number;
  91511. /**
  91512. * Texture data comes from a raw cube data
  91513. */
  91514. static DATASOURCE_CUBERAW: number;
  91515. /**
  91516. * Texture data come from a prefiltered cube data file
  91517. */
  91518. static DATASOURCE_CUBEPREFILTERED: number;
  91519. /**
  91520. * Texture content is raw 3D data
  91521. */
  91522. static DATASOURCE_RAW3D: number;
  91523. /**
  91524. * Texture content is a depth texture
  91525. */
  91526. static DATASOURCE_DEPTHTEXTURE: number;
  91527. /**
  91528. * Texture data comes from a raw cube data encoded with RGBD
  91529. */
  91530. static DATASOURCE_CUBERAW_RGBD: number;
  91531. /**
  91532. * Defines if the texture is ready
  91533. */
  91534. isReady: boolean;
  91535. /**
  91536. * Defines if the texture is a cube texture
  91537. */
  91538. isCube: boolean;
  91539. /**
  91540. * Defines if the texture contains 3D data
  91541. */
  91542. is3D: boolean;
  91543. /**
  91544. * Defines if the texture contains multiview data
  91545. */
  91546. isMultiview: boolean;
  91547. /**
  91548. * Gets the URL used to load this texture
  91549. */
  91550. url: string;
  91551. /**
  91552. * Gets the sampling mode of the texture
  91553. */
  91554. samplingMode: number;
  91555. /**
  91556. * Gets a boolean indicating if the texture needs mipmaps generation
  91557. */
  91558. generateMipMaps: boolean;
  91559. /**
  91560. * Gets the number of samples used by the texture (WebGL2+ only)
  91561. */
  91562. samples: number;
  91563. /**
  91564. * Gets the type of the texture (int, float...)
  91565. */
  91566. type: number;
  91567. /**
  91568. * Gets the format of the texture (RGB, RGBA...)
  91569. */
  91570. format: number;
  91571. /**
  91572. * Observable called when the texture is loaded
  91573. */
  91574. onLoadedObservable: Observable<InternalTexture>;
  91575. /**
  91576. * Gets the width of the texture
  91577. */
  91578. width: number;
  91579. /**
  91580. * Gets the height of the texture
  91581. */
  91582. height: number;
  91583. /**
  91584. * Gets the depth of the texture
  91585. */
  91586. depth: number;
  91587. /**
  91588. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91589. */
  91590. baseWidth: number;
  91591. /**
  91592. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91593. */
  91594. baseHeight: number;
  91595. /**
  91596. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91597. */
  91598. baseDepth: number;
  91599. /**
  91600. * Gets a boolean indicating if the texture is inverted on Y axis
  91601. */
  91602. invertY: boolean;
  91603. /** @hidden */
  91604. _invertVScale: boolean;
  91605. /** @hidden */
  91606. _associatedChannel: number;
  91607. /** @hidden */
  91608. _dataSource: number;
  91609. /** @hidden */
  91610. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91611. /** @hidden */
  91612. _bufferView: Nullable<ArrayBufferView>;
  91613. /** @hidden */
  91614. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91615. /** @hidden */
  91616. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91617. /** @hidden */
  91618. _size: number;
  91619. /** @hidden */
  91620. _extension: string;
  91621. /** @hidden */
  91622. _files: Nullable<string[]>;
  91623. /** @hidden */
  91624. _workingCanvas: Nullable<HTMLCanvasElement>;
  91625. /** @hidden */
  91626. _workingContext: Nullable<CanvasRenderingContext2D>;
  91627. /** @hidden */
  91628. _framebuffer: Nullable<WebGLFramebuffer>;
  91629. /** @hidden */
  91630. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91631. /** @hidden */
  91632. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91633. /** @hidden */
  91634. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91635. /** @hidden */
  91636. _attachments: Nullable<number[]>;
  91637. /** @hidden */
  91638. _cachedCoordinatesMode: Nullable<number>;
  91639. /** @hidden */
  91640. _cachedWrapU: Nullable<number>;
  91641. /** @hidden */
  91642. _cachedWrapV: Nullable<number>;
  91643. /** @hidden */
  91644. _cachedWrapR: Nullable<number>;
  91645. /** @hidden */
  91646. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91647. /** @hidden */
  91648. _isDisabled: boolean;
  91649. /** @hidden */
  91650. _compression: Nullable<string>;
  91651. /** @hidden */
  91652. _generateStencilBuffer: boolean;
  91653. /** @hidden */
  91654. _generateDepthBuffer: boolean;
  91655. /** @hidden */
  91656. _comparisonFunction: number;
  91657. /** @hidden */
  91658. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91659. /** @hidden */
  91660. _lodGenerationScale: number;
  91661. /** @hidden */
  91662. _lodGenerationOffset: number;
  91663. /** @hidden */
  91664. _colorTextureArray: Nullable<WebGLTexture>;
  91665. /** @hidden */
  91666. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91667. /** @hidden */
  91668. _lodTextureHigh: Nullable<BaseTexture>;
  91669. /** @hidden */
  91670. _lodTextureMid: Nullable<BaseTexture>;
  91671. /** @hidden */
  91672. _lodTextureLow: Nullable<BaseTexture>;
  91673. /** @hidden */
  91674. _isRGBD: boolean;
  91675. /** @hidden */
  91676. _linearSpecularLOD: boolean;
  91677. /** @hidden */
  91678. _irradianceTexture: Nullable<BaseTexture>;
  91679. /** @hidden */
  91680. _webGLTexture: Nullable<WebGLTexture>;
  91681. /** @hidden */
  91682. _references: number;
  91683. private _engine;
  91684. /**
  91685. * Gets the Engine the texture belongs to.
  91686. * @returns The babylon engine
  91687. */
  91688. getEngine(): Engine;
  91689. /**
  91690. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91691. */
  91692. readonly dataSource: number;
  91693. /**
  91694. * Creates a new InternalTexture
  91695. * @param engine defines the engine to use
  91696. * @param dataSource defines the type of data that will be used
  91697. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91698. */
  91699. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91700. /**
  91701. * Increments the number of references (ie. the number of Texture that point to it)
  91702. */
  91703. incrementReferences(): void;
  91704. /**
  91705. * Change the size of the texture (not the size of the content)
  91706. * @param width defines the new width
  91707. * @param height defines the new height
  91708. * @param depth defines the new depth (1 by default)
  91709. */
  91710. updateSize(width: int, height: int, depth?: int): void;
  91711. /** @hidden */
  91712. _rebuild(): void;
  91713. /** @hidden */
  91714. _swapAndDie(target: InternalTexture): void;
  91715. /**
  91716. * Dispose the current allocated resources
  91717. */
  91718. dispose(): void;
  91719. }
  91720. }
  91721. declare module BABYLON {
  91722. /**
  91723. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91724. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91725. */
  91726. export class EffectFallbacks {
  91727. private _defines;
  91728. private _currentRank;
  91729. private _maxRank;
  91730. private _mesh;
  91731. /**
  91732. * Removes the fallback from the bound mesh.
  91733. */
  91734. unBindMesh(): void;
  91735. /**
  91736. * Adds a fallback on the specified property.
  91737. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91738. * @param define The name of the define in the shader
  91739. */
  91740. addFallback(rank: number, define: string): void;
  91741. /**
  91742. * Sets the mesh to use CPU skinning when needing to fallback.
  91743. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91744. * @param mesh The mesh to use the fallbacks.
  91745. */
  91746. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  91747. /**
  91748. * Checks to see if more fallbacks are still availible.
  91749. */
  91750. readonly isMoreFallbacks: boolean;
  91751. /**
  91752. * Removes the defines that should be removed when falling back.
  91753. * @param currentDefines defines the current define statements for the shader.
  91754. * @param effect defines the current effect we try to compile
  91755. * @returns The resulting defines with defines of the current rank removed.
  91756. */
  91757. reduce(currentDefines: string, effect: Effect): string;
  91758. }
  91759. /**
  91760. * Options to be used when creating an effect.
  91761. */
  91762. export class EffectCreationOptions {
  91763. /**
  91764. * Atrributes that will be used in the shader.
  91765. */
  91766. attributes: string[];
  91767. /**
  91768. * Uniform varible names that will be set in the shader.
  91769. */
  91770. uniformsNames: string[];
  91771. /**
  91772. * Uniform buffer varible names that will be set in the shader.
  91773. */
  91774. uniformBuffersNames: string[];
  91775. /**
  91776. * Sampler texture variable names that will be set in the shader.
  91777. */
  91778. samplers: string[];
  91779. /**
  91780. * Define statements that will be set in the shader.
  91781. */
  91782. defines: any;
  91783. /**
  91784. * Possible fallbacks for this effect to improve performance when needed.
  91785. */
  91786. fallbacks: Nullable<EffectFallbacks>;
  91787. /**
  91788. * Callback that will be called when the shader is compiled.
  91789. */
  91790. onCompiled: Nullable<(effect: Effect) => void>;
  91791. /**
  91792. * Callback that will be called if an error occurs during shader compilation.
  91793. */
  91794. onError: Nullable<(effect: Effect, errors: string) => void>;
  91795. /**
  91796. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91797. */
  91798. indexParameters: any;
  91799. /**
  91800. * Max number of lights that can be used in the shader.
  91801. */
  91802. maxSimultaneousLights: number;
  91803. /**
  91804. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  91805. */
  91806. transformFeedbackVaryings: Nullable<string[]>;
  91807. }
  91808. /**
  91809. * Effect containing vertex and fragment shader that can be executed on an object.
  91810. */
  91811. export class Effect implements IDisposable {
  91812. /**
  91813. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  91814. */
  91815. static ShadersRepository: string;
  91816. /**
  91817. * Name of the effect.
  91818. */
  91819. name: any;
  91820. /**
  91821. * String container all the define statements that should be set on the shader.
  91822. */
  91823. defines: string;
  91824. /**
  91825. * Callback that will be called when the shader is compiled.
  91826. */
  91827. onCompiled: Nullable<(effect: Effect) => void>;
  91828. /**
  91829. * Callback that will be called if an error occurs during shader compilation.
  91830. */
  91831. onError: Nullable<(effect: Effect, errors: string) => void>;
  91832. /**
  91833. * Callback that will be called when effect is bound.
  91834. */
  91835. onBind: Nullable<(effect: Effect) => void>;
  91836. /**
  91837. * Unique ID of the effect.
  91838. */
  91839. uniqueId: number;
  91840. /**
  91841. * Observable that will be called when the shader is compiled.
  91842. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  91843. */
  91844. onCompileObservable: Observable<Effect>;
  91845. /**
  91846. * Observable that will be called if an error occurs during shader compilation.
  91847. */
  91848. onErrorObservable: Observable<Effect>;
  91849. /** @hidden */
  91850. _onBindObservable: Nullable<Observable<Effect>>;
  91851. /**
  91852. * Observable that will be called when effect is bound.
  91853. */
  91854. readonly onBindObservable: Observable<Effect>;
  91855. /** @hidden */
  91856. _bonesComputationForcedToCPU: boolean;
  91857. private static _uniqueIdSeed;
  91858. private _engine;
  91859. private _uniformBuffersNames;
  91860. private _uniformsNames;
  91861. private _samplerList;
  91862. private _samplers;
  91863. private _isReady;
  91864. private _compilationError;
  91865. private _attributesNames;
  91866. private _attributes;
  91867. private _uniforms;
  91868. /**
  91869. * Key for the effect.
  91870. * @hidden
  91871. */
  91872. _key: string;
  91873. private _indexParameters;
  91874. private _fallbacks;
  91875. private _vertexSourceCode;
  91876. private _fragmentSourceCode;
  91877. private _vertexSourceCodeOverride;
  91878. private _fragmentSourceCodeOverride;
  91879. private _transformFeedbackVaryings;
  91880. /**
  91881. * Compiled shader to webGL program.
  91882. * @hidden
  91883. */
  91884. _pipelineContext: Nullable<IPipelineContext>;
  91885. private _valueCache;
  91886. private static _baseCache;
  91887. /**
  91888. * Instantiates an effect.
  91889. * An effect can be used to create/manage/execute vertex and fragment shaders.
  91890. * @param baseName Name of the effect.
  91891. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  91892. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  91893. * @param samplers List of sampler variables that will be passed to the shader.
  91894. * @param engine Engine to be used to render the effect
  91895. * @param defines Define statements to be added to the shader.
  91896. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  91897. * @param onCompiled Callback that will be called when the shader is compiled.
  91898. * @param onError Callback that will be called if an error occurs during shader compilation.
  91899. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  91900. */
  91901. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  91902. private _useFinalCode;
  91903. /**
  91904. * Unique key for this effect
  91905. */
  91906. readonly key: string;
  91907. /**
  91908. * If the effect has been compiled and prepared.
  91909. * @returns if the effect is compiled and prepared.
  91910. */
  91911. isReady(): boolean;
  91912. /**
  91913. * The engine the effect was initialized with.
  91914. * @returns the engine.
  91915. */
  91916. getEngine(): Engine;
  91917. /**
  91918. * The pipeline context for this effect
  91919. * @returns the associated pipeline context
  91920. */
  91921. getPipelineContext(): Nullable<IPipelineContext>;
  91922. /**
  91923. * The set of names of attribute variables for the shader.
  91924. * @returns An array of attribute names.
  91925. */
  91926. getAttributesNames(): string[];
  91927. /**
  91928. * Returns the attribute at the given index.
  91929. * @param index The index of the attribute.
  91930. * @returns The location of the attribute.
  91931. */
  91932. getAttributeLocation(index: number): number;
  91933. /**
  91934. * Returns the attribute based on the name of the variable.
  91935. * @param name of the attribute to look up.
  91936. * @returns the attribute location.
  91937. */
  91938. getAttributeLocationByName(name: string): number;
  91939. /**
  91940. * The number of attributes.
  91941. * @returns the numnber of attributes.
  91942. */
  91943. getAttributesCount(): number;
  91944. /**
  91945. * Gets the index of a uniform variable.
  91946. * @param uniformName of the uniform to look up.
  91947. * @returns the index.
  91948. */
  91949. getUniformIndex(uniformName: string): number;
  91950. /**
  91951. * Returns the attribute based on the name of the variable.
  91952. * @param uniformName of the uniform to look up.
  91953. * @returns the location of the uniform.
  91954. */
  91955. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  91956. /**
  91957. * Returns an array of sampler variable names
  91958. * @returns The array of sampler variable neames.
  91959. */
  91960. getSamplers(): string[];
  91961. /**
  91962. * The error from the last compilation.
  91963. * @returns the error string.
  91964. */
  91965. getCompilationError(): string;
  91966. /**
  91967. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  91968. * @param func The callback to be used.
  91969. */
  91970. executeWhenCompiled(func: (effect: Effect) => void): void;
  91971. private _checkIsReady;
  91972. /** @hidden */
  91973. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  91974. /** @hidden */
  91975. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  91976. /** @hidden */
  91977. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  91978. /**
  91979. * Recompiles the webGL program
  91980. * @param vertexSourceCode The source code for the vertex shader.
  91981. * @param fragmentSourceCode The source code for the fragment shader.
  91982. * @param onCompiled Callback called when completed.
  91983. * @param onError Callback called on error.
  91984. * @hidden
  91985. */
  91986. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  91987. /**
  91988. * Prepares the effect
  91989. * @hidden
  91990. */
  91991. _prepareEffect(): void;
  91992. /**
  91993. * Checks if the effect is supported. (Must be called after compilation)
  91994. */
  91995. readonly isSupported: boolean;
  91996. /**
  91997. * Binds a texture to the engine to be used as output of the shader.
  91998. * @param channel Name of the output variable.
  91999. * @param texture Texture to bind.
  92000. * @hidden
  92001. */
  92002. _bindTexture(channel: string, texture: InternalTexture): void;
  92003. /**
  92004. * Sets a texture on the engine to be used in the shader.
  92005. * @param channel Name of the sampler variable.
  92006. * @param texture Texture to set.
  92007. */
  92008. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92009. /**
  92010. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92011. * @param channel Name of the sampler variable.
  92012. * @param texture Texture to set.
  92013. */
  92014. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92015. /**
  92016. * Sets an array of textures on the engine to be used in the shader.
  92017. * @param channel Name of the variable.
  92018. * @param textures Textures to set.
  92019. */
  92020. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92021. /**
  92022. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  92023. * @param channel Name of the sampler variable.
  92024. * @param postProcess Post process to get the input texture from.
  92025. */
  92026. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92027. /**
  92028. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92029. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  92030. * @param channel Name of the sampler variable.
  92031. * @param postProcess Post process to get the output texture from.
  92032. */
  92033. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92034. /** @hidden */
  92035. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92036. /** @hidden */
  92037. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92038. /** @hidden */
  92039. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92040. /** @hidden */
  92041. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92042. /**
  92043. * Binds a buffer to a uniform.
  92044. * @param buffer Buffer to bind.
  92045. * @param name Name of the uniform variable to bind to.
  92046. */
  92047. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92048. /**
  92049. * Binds block to a uniform.
  92050. * @param blockName Name of the block to bind.
  92051. * @param index Index to bind.
  92052. */
  92053. bindUniformBlock(blockName: string, index: number): void;
  92054. /**
  92055. * Sets an interger value on a uniform variable.
  92056. * @param uniformName Name of the variable.
  92057. * @param value Value to be set.
  92058. * @returns this effect.
  92059. */
  92060. setInt(uniformName: string, value: number): Effect;
  92061. /**
  92062. * Sets an int array on a uniform variable.
  92063. * @param uniformName Name of the variable.
  92064. * @param array array to be set.
  92065. * @returns this effect.
  92066. */
  92067. setIntArray(uniformName: string, array: Int32Array): Effect;
  92068. /**
  92069. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92070. * @param uniformName Name of the variable.
  92071. * @param array array to be set.
  92072. * @returns this effect.
  92073. */
  92074. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92075. /**
  92076. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92077. * @param uniformName Name of the variable.
  92078. * @param array array to be set.
  92079. * @returns this effect.
  92080. */
  92081. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92082. /**
  92083. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92084. * @param uniformName Name of the variable.
  92085. * @param array array to be set.
  92086. * @returns this effect.
  92087. */
  92088. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92089. /**
  92090. * Sets an float array on a uniform variable.
  92091. * @param uniformName Name of the variable.
  92092. * @param array array to be set.
  92093. * @returns this effect.
  92094. */
  92095. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92096. /**
  92097. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92098. * @param uniformName Name of the variable.
  92099. * @param array array to be set.
  92100. * @returns this effect.
  92101. */
  92102. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92103. /**
  92104. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92105. * @param uniformName Name of the variable.
  92106. * @param array array to be set.
  92107. * @returns this effect.
  92108. */
  92109. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92110. /**
  92111. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92112. * @param uniformName Name of the variable.
  92113. * @param array array to be set.
  92114. * @returns this effect.
  92115. */
  92116. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92117. /**
  92118. * Sets an array on a uniform variable.
  92119. * @param uniformName Name of the variable.
  92120. * @param array array to be set.
  92121. * @returns this effect.
  92122. */
  92123. setArray(uniformName: string, array: number[]): Effect;
  92124. /**
  92125. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  92126. * @param uniformName Name of the variable.
  92127. * @param array array to be set.
  92128. * @returns this effect.
  92129. */
  92130. setArray2(uniformName: string, array: number[]): Effect;
  92131. /**
  92132. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  92133. * @param uniformName Name of the variable.
  92134. * @param array array to be set.
  92135. * @returns this effect.
  92136. */
  92137. setArray3(uniformName: string, array: number[]): Effect;
  92138. /**
  92139. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  92140. * @param uniformName Name of the variable.
  92141. * @param array array to be set.
  92142. * @returns this effect.
  92143. */
  92144. setArray4(uniformName: string, array: number[]): Effect;
  92145. /**
  92146. * Sets matrices on a uniform variable.
  92147. * @param uniformName Name of the variable.
  92148. * @param matrices matrices to be set.
  92149. * @returns this effect.
  92150. */
  92151. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92152. /**
  92153. * Sets matrix on a uniform variable.
  92154. * @param uniformName Name of the variable.
  92155. * @param matrix matrix to be set.
  92156. * @returns this effect.
  92157. */
  92158. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92159. /**
  92160. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  92161. * @param uniformName Name of the variable.
  92162. * @param matrix matrix to be set.
  92163. * @returns this effect.
  92164. */
  92165. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92166. /**
  92167. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92168. * @param uniformName Name of the variable.
  92169. * @param matrix matrix to be set.
  92170. * @returns this effect.
  92171. */
  92172. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92173. /**
  92174. * Sets a float on a uniform variable.
  92175. * @param uniformName Name of the variable.
  92176. * @param value value to be set.
  92177. * @returns this effect.
  92178. */
  92179. setFloat(uniformName: string, value: number): Effect;
  92180. /**
  92181. * Sets a boolean on a uniform variable.
  92182. * @param uniformName Name of the variable.
  92183. * @param bool value to be set.
  92184. * @returns this effect.
  92185. */
  92186. setBool(uniformName: string, bool: boolean): Effect;
  92187. /**
  92188. * Sets a Vector2 on a uniform variable.
  92189. * @param uniformName Name of the variable.
  92190. * @param vector2 vector2 to be set.
  92191. * @returns this effect.
  92192. */
  92193. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92194. /**
  92195. * Sets a float2 on a uniform variable.
  92196. * @param uniformName Name of the variable.
  92197. * @param x First float in float2.
  92198. * @param y Second float in float2.
  92199. * @returns this effect.
  92200. */
  92201. setFloat2(uniformName: string, x: number, y: number): Effect;
  92202. /**
  92203. * Sets a Vector3 on a uniform variable.
  92204. * @param uniformName Name of the variable.
  92205. * @param vector3 Value to be set.
  92206. * @returns this effect.
  92207. */
  92208. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92209. /**
  92210. * Sets a float3 on a uniform variable.
  92211. * @param uniformName Name of the variable.
  92212. * @param x First float in float3.
  92213. * @param y Second float in float3.
  92214. * @param z Third float in float3.
  92215. * @returns this effect.
  92216. */
  92217. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92218. /**
  92219. * Sets a Vector4 on a uniform variable.
  92220. * @param uniformName Name of the variable.
  92221. * @param vector4 Value to be set.
  92222. * @returns this effect.
  92223. */
  92224. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92225. /**
  92226. * Sets a float4 on a uniform variable.
  92227. * @param uniformName Name of the variable.
  92228. * @param x First float in float4.
  92229. * @param y Second float in float4.
  92230. * @param z Third float in float4.
  92231. * @param w Fourth float in float4.
  92232. * @returns this effect.
  92233. */
  92234. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92235. /**
  92236. * Sets a Color3 on a uniform variable.
  92237. * @param uniformName Name of the variable.
  92238. * @param color3 Value to be set.
  92239. * @returns this effect.
  92240. */
  92241. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92242. /**
  92243. * Sets a Color4 on a uniform variable.
  92244. * @param uniformName Name of the variable.
  92245. * @param color3 Value to be set.
  92246. * @param alpha Alpha value to be set.
  92247. * @returns this effect.
  92248. */
  92249. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92250. /**
  92251. * Sets a Color4 on a uniform variable
  92252. * @param uniformName defines the name of the variable
  92253. * @param color4 defines the value to be set
  92254. * @returns this effect.
  92255. */
  92256. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92257. /** Release all associated resources */
  92258. dispose(): void;
  92259. /**
  92260. * This function will add a new shader to the shader store
  92261. * @param name the name of the shader
  92262. * @param pixelShader optional pixel shader content
  92263. * @param vertexShader optional vertex shader content
  92264. */
  92265. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92266. /**
  92267. * Store of each shader (The can be looked up using effect.key)
  92268. */
  92269. static ShadersStore: {
  92270. [key: string]: string;
  92271. };
  92272. /**
  92273. * Store of each included file for a shader (The can be looked up using effect.key)
  92274. */
  92275. static IncludesShadersStore: {
  92276. [key: string]: string;
  92277. };
  92278. /**
  92279. * Resets the cache of effects.
  92280. */
  92281. static ResetCache(): void;
  92282. }
  92283. }
  92284. declare module BABYLON {
  92285. /**
  92286. * Uniform buffer objects.
  92287. *
  92288. * Handles blocks of uniform on the GPU.
  92289. *
  92290. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92291. *
  92292. * For more information, please refer to :
  92293. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92294. */
  92295. export class UniformBuffer {
  92296. private _engine;
  92297. private _buffer;
  92298. private _data;
  92299. private _bufferData;
  92300. private _dynamic?;
  92301. private _uniformLocations;
  92302. private _uniformSizes;
  92303. private _uniformLocationPointer;
  92304. private _needSync;
  92305. private _noUBO;
  92306. private _currentEffect;
  92307. private static _MAX_UNIFORM_SIZE;
  92308. private static _tempBuffer;
  92309. /**
  92310. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92311. * This is dynamic to allow compat with webgl 1 and 2.
  92312. * You will need to pass the name of the uniform as well as the value.
  92313. */
  92314. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92315. /**
  92316. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92317. * This is dynamic to allow compat with webgl 1 and 2.
  92318. * You will need to pass the name of the uniform as well as the value.
  92319. */
  92320. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92321. /**
  92322. * Lambda to Update a single float in a uniform buffer.
  92323. * This is dynamic to allow compat with webgl 1 and 2.
  92324. * You will need to pass the name of the uniform as well as the value.
  92325. */
  92326. updateFloat: (name: string, x: number) => void;
  92327. /**
  92328. * Lambda to Update a vec2 of float in a uniform buffer.
  92329. * This is dynamic to allow compat with webgl 1 and 2.
  92330. * You will need to pass the name of the uniform as well as the value.
  92331. */
  92332. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92333. /**
  92334. * Lambda to Update a vec3 of float in a uniform buffer.
  92335. * This is dynamic to allow compat with webgl 1 and 2.
  92336. * You will need to pass the name of the uniform as well as the value.
  92337. */
  92338. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92339. /**
  92340. * Lambda to Update a vec4 of float in a uniform buffer.
  92341. * This is dynamic to allow compat with webgl 1 and 2.
  92342. * You will need to pass the name of the uniform as well as the value.
  92343. */
  92344. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92345. /**
  92346. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92347. * This is dynamic to allow compat with webgl 1 and 2.
  92348. * You will need to pass the name of the uniform as well as the value.
  92349. */
  92350. updateMatrix: (name: string, mat: Matrix) => void;
  92351. /**
  92352. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92353. * This is dynamic to allow compat with webgl 1 and 2.
  92354. * You will need to pass the name of the uniform as well as the value.
  92355. */
  92356. updateVector3: (name: string, vector: Vector3) => void;
  92357. /**
  92358. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92359. * This is dynamic to allow compat with webgl 1 and 2.
  92360. * You will need to pass the name of the uniform as well as the value.
  92361. */
  92362. updateVector4: (name: string, vector: Vector4) => void;
  92363. /**
  92364. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92365. * This is dynamic to allow compat with webgl 1 and 2.
  92366. * You will need to pass the name of the uniform as well as the value.
  92367. */
  92368. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92369. /**
  92370. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92371. * This is dynamic to allow compat with webgl 1 and 2.
  92372. * You will need to pass the name of the uniform as well as the value.
  92373. */
  92374. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92375. /**
  92376. * Instantiates a new Uniform buffer objects.
  92377. *
  92378. * Handles blocks of uniform on the GPU.
  92379. *
  92380. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92381. *
  92382. * For more information, please refer to :
  92383. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92384. * @param engine Define the engine the buffer is associated with
  92385. * @param data Define the data contained in the buffer
  92386. * @param dynamic Define if the buffer is updatable
  92387. */
  92388. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92389. /**
  92390. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92391. * or just falling back on setUniformXXX calls.
  92392. */
  92393. readonly useUbo: boolean;
  92394. /**
  92395. * Indicates if the WebGL underlying uniform buffer is in sync
  92396. * with the javascript cache data.
  92397. */
  92398. readonly isSync: boolean;
  92399. /**
  92400. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92401. * Also, a dynamic UniformBuffer will disable cache verification and always
  92402. * update the underlying WebGL uniform buffer to the GPU.
  92403. * @returns if Dynamic, otherwise false
  92404. */
  92405. isDynamic(): boolean;
  92406. /**
  92407. * The data cache on JS side.
  92408. * @returns the underlying data as a float array
  92409. */
  92410. getData(): Float32Array;
  92411. /**
  92412. * The underlying WebGL Uniform buffer.
  92413. * @returns the webgl buffer
  92414. */
  92415. getBuffer(): Nullable<DataBuffer>;
  92416. /**
  92417. * std140 layout specifies how to align data within an UBO structure.
  92418. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92419. * for specs.
  92420. */
  92421. private _fillAlignment;
  92422. /**
  92423. * Adds an uniform in the buffer.
  92424. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92425. * for the layout to be correct !
  92426. * @param name Name of the uniform, as used in the uniform block in the shader.
  92427. * @param size Data size, or data directly.
  92428. */
  92429. addUniform(name: string, size: number | number[]): void;
  92430. /**
  92431. * Adds a Matrix 4x4 to the uniform buffer.
  92432. * @param name Name of the uniform, as used in the uniform block in the shader.
  92433. * @param mat A 4x4 matrix.
  92434. */
  92435. addMatrix(name: string, mat: Matrix): void;
  92436. /**
  92437. * Adds a vec2 to the uniform buffer.
  92438. * @param name Name of the uniform, as used in the uniform block in the shader.
  92439. * @param x Define the x component value of the vec2
  92440. * @param y Define the y component value of the vec2
  92441. */
  92442. addFloat2(name: string, x: number, y: number): void;
  92443. /**
  92444. * Adds a vec3 to the uniform buffer.
  92445. * @param name Name of the uniform, as used in the uniform block in the shader.
  92446. * @param x Define the x component value of the vec3
  92447. * @param y Define the y component value of the vec3
  92448. * @param z Define the z component value of the vec3
  92449. */
  92450. addFloat3(name: string, x: number, y: number, z: number): void;
  92451. /**
  92452. * Adds a vec3 to the uniform buffer.
  92453. * @param name Name of the uniform, as used in the uniform block in the shader.
  92454. * @param color Define the vec3 from a Color
  92455. */
  92456. addColor3(name: string, color: Color3): void;
  92457. /**
  92458. * Adds a vec4 to the uniform buffer.
  92459. * @param name Name of the uniform, as used in the uniform block in the shader.
  92460. * @param color Define the rgb components from a Color
  92461. * @param alpha Define the a component of the vec4
  92462. */
  92463. addColor4(name: string, color: Color3, alpha: number): void;
  92464. /**
  92465. * Adds a vec3 to the uniform buffer.
  92466. * @param name Name of the uniform, as used in the uniform block in the shader.
  92467. * @param vector Define the vec3 components from a Vector
  92468. */
  92469. addVector3(name: string, vector: Vector3): void;
  92470. /**
  92471. * Adds a Matrix 3x3 to the uniform buffer.
  92472. * @param name Name of the uniform, as used in the uniform block in the shader.
  92473. */
  92474. addMatrix3x3(name: string): void;
  92475. /**
  92476. * Adds a Matrix 2x2 to the uniform buffer.
  92477. * @param name Name of the uniform, as used in the uniform block in the shader.
  92478. */
  92479. addMatrix2x2(name: string): void;
  92480. /**
  92481. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92482. */
  92483. create(): void;
  92484. /** @hidden */
  92485. _rebuild(): void;
  92486. /**
  92487. * Updates the WebGL Uniform Buffer on the GPU.
  92488. * If the `dynamic` flag is set to true, no cache comparison is done.
  92489. * Otherwise, the buffer will be updated only if the cache differs.
  92490. */
  92491. update(): void;
  92492. /**
  92493. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92494. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92495. * @param data Define the flattened data
  92496. * @param size Define the size of the data.
  92497. */
  92498. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92499. private _updateMatrix3x3ForUniform;
  92500. private _updateMatrix3x3ForEffect;
  92501. private _updateMatrix2x2ForEffect;
  92502. private _updateMatrix2x2ForUniform;
  92503. private _updateFloatForEffect;
  92504. private _updateFloatForUniform;
  92505. private _updateFloat2ForEffect;
  92506. private _updateFloat2ForUniform;
  92507. private _updateFloat3ForEffect;
  92508. private _updateFloat3ForUniform;
  92509. private _updateFloat4ForEffect;
  92510. private _updateFloat4ForUniform;
  92511. private _updateMatrixForEffect;
  92512. private _updateMatrixForUniform;
  92513. private _updateVector3ForEffect;
  92514. private _updateVector3ForUniform;
  92515. private _updateVector4ForEffect;
  92516. private _updateVector4ForUniform;
  92517. private _updateColor3ForEffect;
  92518. private _updateColor3ForUniform;
  92519. private _updateColor4ForEffect;
  92520. private _updateColor4ForUniform;
  92521. /**
  92522. * Sets a sampler uniform on the effect.
  92523. * @param name Define the name of the sampler.
  92524. * @param texture Define the texture to set in the sampler
  92525. */
  92526. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92527. /**
  92528. * Directly updates the value of the uniform in the cache AND on the GPU.
  92529. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92530. * @param data Define the flattened data
  92531. */
  92532. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92533. /**
  92534. * Binds this uniform buffer to an effect.
  92535. * @param effect Define the effect to bind the buffer to
  92536. * @param name Name of the uniform block in the shader.
  92537. */
  92538. bindToEffect(effect: Effect, name: string): void;
  92539. /**
  92540. * Disposes the uniform buffer.
  92541. */
  92542. dispose(): void;
  92543. }
  92544. }
  92545. declare module BABYLON {
  92546. /**
  92547. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92548. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92549. */
  92550. export class Analyser {
  92551. /**
  92552. * Gets or sets the smoothing
  92553. * @ignorenaming
  92554. */
  92555. SMOOTHING: number;
  92556. /**
  92557. * Gets or sets the FFT table size
  92558. * @ignorenaming
  92559. */
  92560. FFT_SIZE: number;
  92561. /**
  92562. * Gets or sets the bar graph amplitude
  92563. * @ignorenaming
  92564. */
  92565. BARGRAPHAMPLITUDE: number;
  92566. /**
  92567. * Gets or sets the position of the debug canvas
  92568. * @ignorenaming
  92569. */
  92570. DEBUGCANVASPOS: {
  92571. x: number;
  92572. y: number;
  92573. };
  92574. /**
  92575. * Gets or sets the debug canvas size
  92576. * @ignorenaming
  92577. */
  92578. DEBUGCANVASSIZE: {
  92579. width: number;
  92580. height: number;
  92581. };
  92582. private _byteFreqs;
  92583. private _byteTime;
  92584. private _floatFreqs;
  92585. private _webAudioAnalyser;
  92586. private _debugCanvas;
  92587. private _debugCanvasContext;
  92588. private _scene;
  92589. private _registerFunc;
  92590. private _audioEngine;
  92591. /**
  92592. * Creates a new analyser
  92593. * @param scene defines hosting scene
  92594. */
  92595. constructor(scene: Scene);
  92596. /**
  92597. * Get the number of data values you will have to play with for the visualization
  92598. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92599. * @returns a number
  92600. */
  92601. getFrequencyBinCount(): number;
  92602. /**
  92603. * Gets the current frequency data as a byte array
  92604. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92605. * @returns a Uint8Array
  92606. */
  92607. getByteFrequencyData(): Uint8Array;
  92608. /**
  92609. * Gets the current waveform as a byte array
  92610. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92611. * @returns a Uint8Array
  92612. */
  92613. getByteTimeDomainData(): Uint8Array;
  92614. /**
  92615. * Gets the current frequency data as a float array
  92616. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92617. * @returns a Float32Array
  92618. */
  92619. getFloatFrequencyData(): Float32Array;
  92620. /**
  92621. * Renders the debug canvas
  92622. */
  92623. drawDebugCanvas(): void;
  92624. /**
  92625. * Stops rendering the debug canvas and removes it
  92626. */
  92627. stopDebugCanvas(): void;
  92628. /**
  92629. * Connects two audio nodes
  92630. * @param inputAudioNode defines first node to connect
  92631. * @param outputAudioNode defines second node to connect
  92632. */
  92633. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92634. /**
  92635. * Releases all associated resources
  92636. */
  92637. dispose(): void;
  92638. }
  92639. }
  92640. declare module BABYLON {
  92641. /**
  92642. * This represents an audio engine and it is responsible
  92643. * to play, synchronize and analyse sounds throughout the application.
  92644. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92645. */
  92646. export interface IAudioEngine extends IDisposable {
  92647. /**
  92648. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92649. */
  92650. readonly canUseWebAudio: boolean;
  92651. /**
  92652. * Gets the current AudioContext if available.
  92653. */
  92654. readonly audioContext: Nullable<AudioContext>;
  92655. /**
  92656. * The master gain node defines the global audio volume of your audio engine.
  92657. */
  92658. readonly masterGain: GainNode;
  92659. /**
  92660. * Gets whether or not mp3 are supported by your browser.
  92661. */
  92662. readonly isMP3supported: boolean;
  92663. /**
  92664. * Gets whether or not ogg are supported by your browser.
  92665. */
  92666. readonly isOGGsupported: boolean;
  92667. /**
  92668. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92669. * @ignoreNaming
  92670. */
  92671. WarnedWebAudioUnsupported: boolean;
  92672. /**
  92673. * Defines if the audio engine relies on a custom unlocked button.
  92674. * In this case, the embedded button will not be displayed.
  92675. */
  92676. useCustomUnlockedButton: boolean;
  92677. /**
  92678. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92679. */
  92680. readonly unlocked: boolean;
  92681. /**
  92682. * Event raised when audio has been unlocked on the browser.
  92683. */
  92684. onAudioUnlockedObservable: Observable<AudioEngine>;
  92685. /**
  92686. * Event raised when audio has been locked on the browser.
  92687. */
  92688. onAudioLockedObservable: Observable<AudioEngine>;
  92689. /**
  92690. * Flags the audio engine in Locked state.
  92691. * This happens due to new browser policies preventing audio to autoplay.
  92692. */
  92693. lock(): void;
  92694. /**
  92695. * Unlocks the audio engine once a user action has been done on the dom.
  92696. * This is helpful to resume play once browser policies have been satisfied.
  92697. */
  92698. unlock(): void;
  92699. }
  92700. /**
  92701. * This represents the default audio engine used in babylon.
  92702. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92703. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92704. */
  92705. export class AudioEngine implements IAudioEngine {
  92706. private _audioContext;
  92707. private _audioContextInitialized;
  92708. private _muteButton;
  92709. private _hostElement;
  92710. /**
  92711. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92712. */
  92713. canUseWebAudio: boolean;
  92714. /**
  92715. * The master gain node defines the global audio volume of your audio engine.
  92716. */
  92717. masterGain: GainNode;
  92718. /**
  92719. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92720. * @ignoreNaming
  92721. */
  92722. WarnedWebAudioUnsupported: boolean;
  92723. /**
  92724. * Gets whether or not mp3 are supported by your browser.
  92725. */
  92726. isMP3supported: boolean;
  92727. /**
  92728. * Gets whether or not ogg are supported by your browser.
  92729. */
  92730. isOGGsupported: boolean;
  92731. /**
  92732. * Gets whether audio has been unlocked on the device.
  92733. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92734. * a user interaction has happened.
  92735. */
  92736. unlocked: boolean;
  92737. /**
  92738. * Defines if the audio engine relies on a custom unlocked button.
  92739. * In this case, the embedded button will not be displayed.
  92740. */
  92741. useCustomUnlockedButton: boolean;
  92742. /**
  92743. * Event raised when audio has been unlocked on the browser.
  92744. */
  92745. onAudioUnlockedObservable: Observable<AudioEngine>;
  92746. /**
  92747. * Event raised when audio has been locked on the browser.
  92748. */
  92749. onAudioLockedObservable: Observable<AudioEngine>;
  92750. /**
  92751. * Gets the current AudioContext if available.
  92752. */
  92753. readonly audioContext: Nullable<AudioContext>;
  92754. private _connectedAnalyser;
  92755. /**
  92756. * Instantiates a new audio engine.
  92757. *
  92758. * There should be only one per page as some browsers restrict the number
  92759. * of audio contexts you can create.
  92760. * @param hostElement defines the host element where to display the mute icon if necessary
  92761. */
  92762. constructor(hostElement?: Nullable<HTMLElement>);
  92763. /**
  92764. * Flags the audio engine in Locked state.
  92765. * This happens due to new browser policies preventing audio to autoplay.
  92766. */
  92767. lock(): void;
  92768. /**
  92769. * Unlocks the audio engine once a user action has been done on the dom.
  92770. * This is helpful to resume play once browser policies have been satisfied.
  92771. */
  92772. unlock(): void;
  92773. private _resumeAudioContext;
  92774. private _initializeAudioContext;
  92775. private _tryToRun;
  92776. private _triggerRunningState;
  92777. private _triggerSuspendedState;
  92778. private _displayMuteButton;
  92779. private _moveButtonToTopLeft;
  92780. private _onResize;
  92781. private _hideMuteButton;
  92782. /**
  92783. * Destroy and release the resources associated with the audio ccontext.
  92784. */
  92785. dispose(): void;
  92786. /**
  92787. * Gets the global volume sets on the master gain.
  92788. * @returns the global volume if set or -1 otherwise
  92789. */
  92790. getGlobalVolume(): number;
  92791. /**
  92792. * Sets the global volume of your experience (sets on the master gain).
  92793. * @param newVolume Defines the new global volume of the application
  92794. */
  92795. setGlobalVolume(newVolume: number): void;
  92796. /**
  92797. * Connect the audio engine to an audio analyser allowing some amazing
  92798. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  92799. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  92800. * @param analyser The analyser to connect to the engine
  92801. */
  92802. connectToAnalyser(analyser: Analyser): void;
  92803. }
  92804. }
  92805. declare module BABYLON {
  92806. /**
  92807. * Interface used to present a loading screen while loading a scene
  92808. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92809. */
  92810. export interface ILoadingScreen {
  92811. /**
  92812. * Function called to display the loading screen
  92813. */
  92814. displayLoadingUI: () => void;
  92815. /**
  92816. * Function called to hide the loading screen
  92817. */
  92818. hideLoadingUI: () => void;
  92819. /**
  92820. * Gets or sets the color to use for the background
  92821. */
  92822. loadingUIBackgroundColor: string;
  92823. /**
  92824. * Gets or sets the text to display while loading
  92825. */
  92826. loadingUIText: string;
  92827. }
  92828. /**
  92829. * Class used for the default loading screen
  92830. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  92831. */
  92832. export class DefaultLoadingScreen implements ILoadingScreen {
  92833. private _renderingCanvas;
  92834. private _loadingText;
  92835. private _loadingDivBackgroundColor;
  92836. private _loadingDiv;
  92837. private _loadingTextDiv;
  92838. /** Gets or sets the logo url to use for the default loading screen */
  92839. static DefaultLogoUrl: string;
  92840. /** Gets or sets the spinner url to use for the default loading screen */
  92841. static DefaultSpinnerUrl: string;
  92842. /**
  92843. * Creates a new default loading screen
  92844. * @param _renderingCanvas defines the canvas used to render the scene
  92845. * @param _loadingText defines the default text to display
  92846. * @param _loadingDivBackgroundColor defines the default background color
  92847. */
  92848. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  92849. /**
  92850. * Function called to display the loading screen
  92851. */
  92852. displayLoadingUI(): void;
  92853. /**
  92854. * Function called to hide the loading screen
  92855. */
  92856. hideLoadingUI(): void;
  92857. /**
  92858. * Gets or sets the text to display while loading
  92859. */
  92860. loadingUIText: string;
  92861. /**
  92862. * Gets or sets the color to use for the background
  92863. */
  92864. loadingUIBackgroundColor: string;
  92865. private _resizeLoadingUI;
  92866. }
  92867. }
  92868. declare module BABYLON {
  92869. /** @hidden */
  92870. export class WebGLPipelineContext implements IPipelineContext {
  92871. engine: Engine;
  92872. program: Nullable<WebGLProgram>;
  92873. context?: WebGLRenderingContext;
  92874. vertexShader?: WebGLShader;
  92875. fragmentShader?: WebGLShader;
  92876. isParallelCompiled: boolean;
  92877. onCompiled?: () => void;
  92878. transformFeedback?: WebGLTransformFeedback | null;
  92879. readonly isAsync: boolean;
  92880. readonly isReady: boolean;
  92881. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  92882. }
  92883. }
  92884. declare module BABYLON {
  92885. /** @hidden */
  92886. export class WebGLDataBuffer extends DataBuffer {
  92887. private _buffer;
  92888. constructor(resource: WebGLBuffer);
  92889. readonly underlyingResource: any;
  92890. }
  92891. }
  92892. declare module BABYLON {
  92893. /** @hidden */
  92894. export class WebGL2ShaderProcessor implements IShaderProcessor {
  92895. attributeProcessor(attribute: string): string;
  92896. varyingProcessor(varying: string, isFragment: boolean): string;
  92897. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  92898. }
  92899. }
  92900. declare module BABYLON {
  92901. /**
  92902. * This class is used to track a performance counter which is number based.
  92903. * The user has access to many properties which give statistics of different nature.
  92904. *
  92905. * The implementer can track two kinds of Performance Counter: time and count.
  92906. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  92907. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  92908. */
  92909. export class PerfCounter {
  92910. /**
  92911. * Gets or sets a global boolean to turn on and off all the counters
  92912. */
  92913. static Enabled: boolean;
  92914. /**
  92915. * Returns the smallest value ever
  92916. */
  92917. readonly min: number;
  92918. /**
  92919. * Returns the biggest value ever
  92920. */
  92921. readonly max: number;
  92922. /**
  92923. * Returns the average value since the performance counter is running
  92924. */
  92925. readonly average: number;
  92926. /**
  92927. * Returns the average value of the last second the counter was monitored
  92928. */
  92929. readonly lastSecAverage: number;
  92930. /**
  92931. * Returns the current value
  92932. */
  92933. readonly current: number;
  92934. /**
  92935. * Gets the accumulated total
  92936. */
  92937. readonly total: number;
  92938. /**
  92939. * Gets the total value count
  92940. */
  92941. readonly count: number;
  92942. /**
  92943. * Creates a new counter
  92944. */
  92945. constructor();
  92946. /**
  92947. * Call this method to start monitoring a new frame.
  92948. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  92949. */
  92950. fetchNewFrame(): void;
  92951. /**
  92952. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  92953. * @param newCount the count value to add to the monitored count
  92954. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  92955. */
  92956. addCount(newCount: number, fetchResult: boolean): void;
  92957. /**
  92958. * Start monitoring this performance counter
  92959. */
  92960. beginMonitoring(): void;
  92961. /**
  92962. * Compute the time lapsed since the previous beginMonitoring() call.
  92963. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  92964. */
  92965. endMonitoring(newFrame?: boolean): void;
  92966. private _fetchResult;
  92967. private _startMonitoringTime;
  92968. private _min;
  92969. private _max;
  92970. private _average;
  92971. private _current;
  92972. private _totalValueCount;
  92973. private _totalAccumulated;
  92974. private _lastSecAverage;
  92975. private _lastSecAccumulated;
  92976. private _lastSecTime;
  92977. private _lastSecValueCount;
  92978. }
  92979. }
  92980. declare module BABYLON {
  92981. /**
  92982. * Interface for any object that can request an animation frame
  92983. */
  92984. export interface ICustomAnimationFrameRequester {
  92985. /**
  92986. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  92987. */
  92988. renderFunction?: Function;
  92989. /**
  92990. * Called to request the next frame to render to
  92991. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  92992. */
  92993. requestAnimationFrame: Function;
  92994. /**
  92995. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  92996. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  92997. */
  92998. requestID?: number;
  92999. }
  93000. }
  93001. declare module BABYLON {
  93002. /**
  93003. * Settings for finer control over video usage
  93004. */
  93005. export interface VideoTextureSettings {
  93006. /**
  93007. * Applies `autoplay` to video, if specified
  93008. */
  93009. autoPlay?: boolean;
  93010. /**
  93011. * Applies `loop` to video, if specified
  93012. */
  93013. loop?: boolean;
  93014. /**
  93015. * Automatically updates internal texture from video at every frame in the render loop
  93016. */
  93017. autoUpdateTexture: boolean;
  93018. /**
  93019. * Image src displayed during the video loading or until the user interacts with the video.
  93020. */
  93021. poster?: string;
  93022. }
  93023. /**
  93024. * If you want to display a video in your scene, this is the special texture for that.
  93025. * This special texture works similar to other textures, with the exception of a few parameters.
  93026. * @see https://doc.babylonjs.com/how_to/video_texture
  93027. */
  93028. export class VideoTexture extends Texture {
  93029. /**
  93030. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93031. */
  93032. readonly autoUpdateTexture: boolean;
  93033. /**
  93034. * The video instance used by the texture internally
  93035. */
  93036. readonly video: HTMLVideoElement;
  93037. private _onUserActionRequestedObservable;
  93038. /**
  93039. * Event triggerd when a dom action is required by the user to play the video.
  93040. * This happens due to recent changes in browser policies preventing video to auto start.
  93041. */
  93042. readonly onUserActionRequestedObservable: Observable<Texture>;
  93043. private _generateMipMaps;
  93044. private _engine;
  93045. private _stillImageCaptured;
  93046. private _displayingPosterTexture;
  93047. private _settings;
  93048. private _createInternalTextureOnEvent;
  93049. /**
  93050. * Creates a video texture.
  93051. * If you want to display a video in your scene, this is the special texture for that.
  93052. * This special texture works similar to other textures, with the exception of a few parameters.
  93053. * @see https://doc.babylonjs.com/how_to/video_texture
  93054. * @param name optional name, will detect from video source, if not defined
  93055. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93056. * @param scene is obviously the current scene.
  93057. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93058. * @param invertY is false by default but can be used to invert video on Y axis
  93059. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93060. * @param settings allows finer control over video usage
  93061. */
  93062. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93063. private _getName;
  93064. private _getVideo;
  93065. private _createInternalTexture;
  93066. private reset;
  93067. /**
  93068. * @hidden Internal method to initiate `update`.
  93069. */
  93070. _rebuild(): void;
  93071. /**
  93072. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93073. */
  93074. update(): void;
  93075. /**
  93076. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93077. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93078. */
  93079. updateTexture(isVisible: boolean): void;
  93080. protected _updateInternalTexture: () => void;
  93081. /**
  93082. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93083. * @param url New url.
  93084. */
  93085. updateURL(url: string): void;
  93086. /**
  93087. * Dispose the texture and release its associated resources.
  93088. */
  93089. dispose(): void;
  93090. /**
  93091. * Creates a video texture straight from a stream.
  93092. * @param scene Define the scene the texture should be created in
  93093. * @param stream Define the stream the texture should be created from
  93094. * @returns The created video texture as a promise
  93095. */
  93096. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93097. /**
  93098. * Creates a video texture straight from your WebCam video feed.
  93099. * @param scene Define the scene the texture should be created in
  93100. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93101. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93102. * @returns The created video texture as a promise
  93103. */
  93104. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93105. minWidth: number;
  93106. maxWidth: number;
  93107. minHeight: number;
  93108. maxHeight: number;
  93109. deviceId: string;
  93110. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93111. /**
  93112. * Creates a video texture straight from your WebCam video feed.
  93113. * @param scene Define the scene the texture should be created in
  93114. * @param onReady Define a callback to triggered once the texture will be ready
  93115. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93116. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93117. */
  93118. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93119. minWidth: number;
  93120. maxWidth: number;
  93121. minHeight: number;
  93122. maxHeight: number;
  93123. deviceId: string;
  93124. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93125. }
  93126. }
  93127. declare module BABYLON {
  93128. /**
  93129. * Defines the interface used by objects containing a viewport (like a camera)
  93130. */
  93131. interface IViewportOwnerLike {
  93132. /**
  93133. * Gets or sets the viewport
  93134. */
  93135. viewport: IViewportLike;
  93136. }
  93137. /**
  93138. * Interface for attribute information associated with buffer instanciation
  93139. */
  93140. export class InstancingAttributeInfo {
  93141. /**
  93142. * Index/offset of the attribute in the vertex shader
  93143. */
  93144. index: number;
  93145. /**
  93146. * size of the attribute, 1, 2, 3 or 4
  93147. */
  93148. attributeSize: number;
  93149. /**
  93150. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93151. * default is FLOAT
  93152. */
  93153. attribyteType: number;
  93154. /**
  93155. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93156. */
  93157. normalized: boolean;
  93158. /**
  93159. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93160. */
  93161. offset: number;
  93162. /**
  93163. * Name of the GLSL attribute, for debugging purpose only
  93164. */
  93165. attributeName: string;
  93166. }
  93167. /**
  93168. * Define options used to create a depth texture
  93169. */
  93170. export class DepthTextureCreationOptions {
  93171. /** Specifies whether or not a stencil should be allocated in the texture */
  93172. generateStencil?: boolean;
  93173. /** Specifies whether or not bilinear filtering is enable on the texture */
  93174. bilinearFiltering?: boolean;
  93175. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93176. comparisonFunction?: number;
  93177. /** Specifies if the created texture is a cube texture */
  93178. isCube?: boolean;
  93179. }
  93180. /**
  93181. * Class used to describe the capabilities of the engine relatively to the current browser
  93182. */
  93183. export class EngineCapabilities {
  93184. /** Maximum textures units per fragment shader */
  93185. maxTexturesImageUnits: number;
  93186. /** Maximum texture units per vertex shader */
  93187. maxVertexTextureImageUnits: number;
  93188. /** Maximum textures units in the entire pipeline */
  93189. maxCombinedTexturesImageUnits: number;
  93190. /** Maximum texture size */
  93191. maxTextureSize: number;
  93192. /** Maximum cube texture size */
  93193. maxCubemapTextureSize: number;
  93194. /** Maximum render texture size */
  93195. maxRenderTextureSize: number;
  93196. /** Maximum number of vertex attributes */
  93197. maxVertexAttribs: number;
  93198. /** Maximum number of varyings */
  93199. maxVaryingVectors: number;
  93200. /** Maximum number of uniforms per vertex shader */
  93201. maxVertexUniformVectors: number;
  93202. /** Maximum number of uniforms per fragment shader */
  93203. maxFragmentUniformVectors: number;
  93204. /** Defines if standard derivates (dx/dy) are supported */
  93205. standardDerivatives: boolean;
  93206. /** Defines if s3tc texture compression is supported */
  93207. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93208. /** Defines if pvrtc texture compression is supported */
  93209. pvrtc: any;
  93210. /** Defines if etc1 texture compression is supported */
  93211. etc1: any;
  93212. /** Defines if etc2 texture compression is supported */
  93213. etc2: any;
  93214. /** Defines if astc texture compression is supported */
  93215. astc: any;
  93216. /** Defines if float textures are supported */
  93217. textureFloat: boolean;
  93218. /** Defines if vertex array objects are supported */
  93219. vertexArrayObject: boolean;
  93220. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93221. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93222. /** Gets the maximum level of anisotropy supported */
  93223. maxAnisotropy: number;
  93224. /** Defines if instancing is supported */
  93225. instancedArrays: boolean;
  93226. /** Defines if 32 bits indices are supported */
  93227. uintIndices: boolean;
  93228. /** Defines if high precision shaders are supported */
  93229. highPrecisionShaderSupported: boolean;
  93230. /** Defines if depth reading in the fragment shader is supported */
  93231. fragmentDepthSupported: boolean;
  93232. /** Defines if float texture linear filtering is supported*/
  93233. textureFloatLinearFiltering: boolean;
  93234. /** Defines if rendering to float textures is supported */
  93235. textureFloatRender: boolean;
  93236. /** Defines if half float textures are supported*/
  93237. textureHalfFloat: boolean;
  93238. /** Defines if half float texture linear filtering is supported*/
  93239. textureHalfFloatLinearFiltering: boolean;
  93240. /** Defines if rendering to half float textures is supported */
  93241. textureHalfFloatRender: boolean;
  93242. /** Defines if textureLOD shader command is supported */
  93243. textureLOD: boolean;
  93244. /** Defines if draw buffers extension is supported */
  93245. drawBuffersExtension: boolean;
  93246. /** Defines if depth textures are supported */
  93247. depthTextureExtension: boolean;
  93248. /** Defines if float color buffer are supported */
  93249. colorBufferFloat: boolean;
  93250. /** Gets disjoint timer query extension (null if not supported) */
  93251. timerQuery: EXT_disjoint_timer_query;
  93252. /** Defines if timestamp can be used with timer query */
  93253. canUseTimestampForTimerQuery: boolean;
  93254. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93255. multiview: any;
  93256. /** Function used to let the system compiles shaders in background */
  93257. parallelShaderCompile: {
  93258. COMPLETION_STATUS_KHR: number;
  93259. };
  93260. }
  93261. /** Interface defining initialization parameters for Engine class */
  93262. export interface EngineOptions extends WebGLContextAttributes {
  93263. /**
  93264. * Defines if the engine should no exceed a specified device ratio
  93265. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93266. */
  93267. limitDeviceRatio?: number;
  93268. /**
  93269. * Defines if webvr should be enabled automatically
  93270. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93271. */
  93272. autoEnableWebVR?: boolean;
  93273. /**
  93274. * Defines if webgl2 should be turned off even if supported
  93275. * @see http://doc.babylonjs.com/features/webgl2
  93276. */
  93277. disableWebGL2Support?: boolean;
  93278. /**
  93279. * Defines if webaudio should be initialized as well
  93280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93281. */
  93282. audioEngine?: boolean;
  93283. /**
  93284. * Defines if animations should run using a deterministic lock step
  93285. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93286. */
  93287. deterministicLockstep?: boolean;
  93288. /** Defines the maximum steps to use with deterministic lock step mode */
  93289. lockstepMaxSteps?: number;
  93290. /**
  93291. * Defines that engine should ignore context lost events
  93292. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93293. */
  93294. doNotHandleContextLost?: boolean;
  93295. /**
  93296. * Defines that engine should ignore modifying touch action attribute and style
  93297. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93298. */
  93299. doNotHandleTouchAction?: boolean;
  93300. /**
  93301. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93302. */
  93303. useHighPrecisionFloats?: boolean;
  93304. }
  93305. /**
  93306. * Defines the interface used by display changed events
  93307. */
  93308. export interface IDisplayChangedEventArgs {
  93309. /** Gets the vrDisplay object (if any) */
  93310. vrDisplay: Nullable<any>;
  93311. /** Gets a boolean indicating if webVR is supported */
  93312. vrSupported: boolean;
  93313. }
  93314. /**
  93315. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93316. */
  93317. export class Engine {
  93318. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93319. static ExceptionList: ({
  93320. key: string;
  93321. capture: string;
  93322. captureConstraint: number;
  93323. targets: string[];
  93324. } | {
  93325. key: string;
  93326. capture: null;
  93327. captureConstraint: null;
  93328. targets: string[];
  93329. })[];
  93330. /** Gets the list of created engines */
  93331. static readonly Instances: Engine[];
  93332. /**
  93333. * Gets the latest created engine
  93334. */
  93335. static readonly LastCreatedEngine: Nullable<Engine>;
  93336. /**
  93337. * Gets the latest created scene
  93338. */
  93339. static readonly LastCreatedScene: Nullable<Scene>;
  93340. /**
  93341. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93342. * @param flag defines which part of the materials must be marked as dirty
  93343. * @param predicate defines a predicate used to filter which materials should be affected
  93344. */
  93345. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93346. /** @hidden */
  93347. static _TextureLoaders: IInternalTextureLoader[];
  93348. /** Defines that alpha blending is disabled */
  93349. static readonly ALPHA_DISABLE: number;
  93350. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93351. static readonly ALPHA_ADD: number;
  93352. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93353. static readonly ALPHA_COMBINE: number;
  93354. /** Defines that alpha blending to DEST - SRC * DEST */
  93355. static readonly ALPHA_SUBTRACT: number;
  93356. /** Defines that alpha blending to SRC * DEST */
  93357. static readonly ALPHA_MULTIPLY: number;
  93358. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93359. static readonly ALPHA_MAXIMIZED: number;
  93360. /** Defines that alpha blending to SRC + DEST */
  93361. static readonly ALPHA_ONEONE: number;
  93362. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93363. static readonly ALPHA_PREMULTIPLIED: number;
  93364. /**
  93365. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93366. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93367. */
  93368. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93369. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93370. static readonly ALPHA_INTERPOLATE: number;
  93371. /**
  93372. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93373. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93374. */
  93375. static readonly ALPHA_SCREENMODE: number;
  93376. /** Defines that the ressource is not delayed*/
  93377. static readonly DELAYLOADSTATE_NONE: number;
  93378. /** Defines that the ressource was successfully delay loaded */
  93379. static readonly DELAYLOADSTATE_LOADED: number;
  93380. /** Defines that the ressource is currently delay loading */
  93381. static readonly DELAYLOADSTATE_LOADING: number;
  93382. /** Defines that the ressource is delayed and has not started loading */
  93383. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93384. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93385. static readonly NEVER: number;
  93386. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  93387. static readonly ALWAYS: number;
  93388. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93389. static readonly LESS: number;
  93390. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93391. static readonly EQUAL: number;
  93392. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  93393. static readonly LEQUAL: number;
  93394. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93395. static readonly GREATER: number;
  93396. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  93397. static readonly GEQUAL: number;
  93398. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  93399. static readonly NOTEQUAL: number;
  93400. /** Passed to stencilOperation to specify that stencil value must be kept */
  93401. static readonly KEEP: number;
  93402. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93403. static readonly REPLACE: number;
  93404. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93405. static readonly INCR: number;
  93406. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93407. static readonly DECR: number;
  93408. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93409. static readonly INVERT: number;
  93410. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93411. static readonly INCR_WRAP: number;
  93412. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93413. static readonly DECR_WRAP: number;
  93414. /** Texture is not repeating outside of 0..1 UVs */
  93415. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93416. /** Texture is repeating outside of 0..1 UVs */
  93417. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93418. /** Texture is repeating and mirrored */
  93419. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93420. /** ALPHA */
  93421. static readonly TEXTUREFORMAT_ALPHA: number;
  93422. /** LUMINANCE */
  93423. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93424. /** LUMINANCE_ALPHA */
  93425. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93426. /** RGB */
  93427. static readonly TEXTUREFORMAT_RGB: number;
  93428. /** RGBA */
  93429. static readonly TEXTUREFORMAT_RGBA: number;
  93430. /** RED */
  93431. static readonly TEXTUREFORMAT_RED: number;
  93432. /** RED (2nd reference) */
  93433. static readonly TEXTUREFORMAT_R: number;
  93434. /** RG */
  93435. static readonly TEXTUREFORMAT_RG: number;
  93436. /** RED_INTEGER */
  93437. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93438. /** RED_INTEGER (2nd reference) */
  93439. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93440. /** RG_INTEGER */
  93441. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93442. /** RGB_INTEGER */
  93443. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93444. /** RGBA_INTEGER */
  93445. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93446. /** UNSIGNED_BYTE */
  93447. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93448. /** UNSIGNED_BYTE (2nd reference) */
  93449. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93450. /** FLOAT */
  93451. static readonly TEXTURETYPE_FLOAT: number;
  93452. /** HALF_FLOAT */
  93453. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93454. /** BYTE */
  93455. static readonly TEXTURETYPE_BYTE: number;
  93456. /** SHORT */
  93457. static readonly TEXTURETYPE_SHORT: number;
  93458. /** UNSIGNED_SHORT */
  93459. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93460. /** INT */
  93461. static readonly TEXTURETYPE_INT: number;
  93462. /** UNSIGNED_INT */
  93463. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93464. /** UNSIGNED_SHORT_4_4_4_4 */
  93465. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93466. /** UNSIGNED_SHORT_5_5_5_1 */
  93467. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93468. /** UNSIGNED_SHORT_5_6_5 */
  93469. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93470. /** UNSIGNED_INT_2_10_10_10_REV */
  93471. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93472. /** UNSIGNED_INT_24_8 */
  93473. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93474. /** UNSIGNED_INT_10F_11F_11F_REV */
  93475. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93476. /** UNSIGNED_INT_5_9_9_9_REV */
  93477. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93478. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93479. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93480. /** nearest is mag = nearest and min = nearest and mip = linear */
  93481. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93482. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93483. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93484. /** Trilinear is mag = linear and min = linear and mip = linear */
  93485. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93486. /** nearest is mag = nearest and min = nearest and mip = linear */
  93487. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93488. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93489. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93490. /** Trilinear is mag = linear and min = linear and mip = linear */
  93491. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93492. /** mag = nearest and min = nearest and mip = nearest */
  93493. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93494. /** mag = nearest and min = linear and mip = nearest */
  93495. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93496. /** mag = nearest and min = linear and mip = linear */
  93497. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93498. /** mag = nearest and min = linear and mip = none */
  93499. static readonly TEXTURE_NEAREST_LINEAR: number;
  93500. /** mag = nearest and min = nearest and mip = none */
  93501. static readonly TEXTURE_NEAREST_NEAREST: number;
  93502. /** mag = linear and min = nearest and mip = nearest */
  93503. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93504. /** mag = linear and min = nearest and mip = linear */
  93505. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93506. /** mag = linear and min = linear and mip = none */
  93507. static readonly TEXTURE_LINEAR_LINEAR: number;
  93508. /** mag = linear and min = nearest and mip = none */
  93509. static readonly TEXTURE_LINEAR_NEAREST: number;
  93510. /** Explicit coordinates mode */
  93511. static readonly TEXTURE_EXPLICIT_MODE: number;
  93512. /** Spherical coordinates mode */
  93513. static readonly TEXTURE_SPHERICAL_MODE: number;
  93514. /** Planar coordinates mode */
  93515. static readonly TEXTURE_PLANAR_MODE: number;
  93516. /** Cubic coordinates mode */
  93517. static readonly TEXTURE_CUBIC_MODE: number;
  93518. /** Projection coordinates mode */
  93519. static readonly TEXTURE_PROJECTION_MODE: number;
  93520. /** Skybox coordinates mode */
  93521. static readonly TEXTURE_SKYBOX_MODE: number;
  93522. /** Inverse Cubic coordinates mode */
  93523. static readonly TEXTURE_INVCUBIC_MODE: number;
  93524. /** Equirectangular coordinates mode */
  93525. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93526. /** Equirectangular Fixed coordinates mode */
  93527. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93528. /** Equirectangular Fixed Mirrored coordinates mode */
  93529. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93530. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93531. static readonly SCALEMODE_FLOOR: number;
  93532. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93533. static readonly SCALEMODE_NEAREST: number;
  93534. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93535. static readonly SCALEMODE_CEILING: number;
  93536. /**
  93537. * Returns the current npm package of the sdk
  93538. */
  93539. static readonly NpmPackage: string;
  93540. /**
  93541. * Returns the current version of the framework
  93542. */
  93543. static readonly Version: string;
  93544. /**
  93545. * Returns a string describing the current engine
  93546. */
  93547. readonly description: string;
  93548. /**
  93549. * Gets or sets the epsilon value used by collision engine
  93550. */
  93551. static CollisionsEpsilon: number;
  93552. /**
  93553. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93554. */
  93555. static ShadersRepository: string;
  93556. /**
  93557. * Method called to create the default loading screen.
  93558. * This can be overriden in your own app.
  93559. * @param canvas The rendering canvas element
  93560. * @returns The loading screen
  93561. */
  93562. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93563. /**
  93564. * Method called to create the default rescale post process on each engine.
  93565. */
  93566. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93567. /** @hidden */
  93568. _shaderProcessor: IShaderProcessor;
  93569. /**
  93570. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93571. */
  93572. forcePOTTextures: boolean;
  93573. /**
  93574. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93575. */
  93576. isFullscreen: boolean;
  93577. /**
  93578. * Gets a boolean indicating if the pointer is currently locked
  93579. */
  93580. isPointerLock: boolean;
  93581. /**
  93582. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93583. */
  93584. cullBackFaces: boolean;
  93585. /**
  93586. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93587. */
  93588. renderEvenInBackground: boolean;
  93589. /**
  93590. * Gets or sets a boolean indicating that cache can be kept between frames
  93591. */
  93592. preventCacheWipeBetweenFrames: boolean;
  93593. /**
  93594. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93595. **/
  93596. enableOfflineSupport: boolean;
  93597. /**
  93598. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  93599. **/
  93600. disableManifestCheck: boolean;
  93601. /**
  93602. * Gets the list of created scenes
  93603. */
  93604. scenes: Scene[];
  93605. /**
  93606. * Event raised when a new scene is created
  93607. */
  93608. onNewSceneAddedObservable: Observable<Scene>;
  93609. /**
  93610. * Gets the list of created postprocesses
  93611. */
  93612. postProcesses: PostProcess[];
  93613. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93614. validateShaderPrograms: boolean;
  93615. /**
  93616. * Observable event triggered each time the rendering canvas is resized
  93617. */
  93618. onResizeObservable: Observable<Engine>;
  93619. /**
  93620. * Observable event triggered each time the canvas loses focus
  93621. */
  93622. onCanvasBlurObservable: Observable<Engine>;
  93623. /**
  93624. * Observable event triggered each time the canvas gains focus
  93625. */
  93626. onCanvasFocusObservable: Observable<Engine>;
  93627. /**
  93628. * Observable event triggered each time the canvas receives pointerout event
  93629. */
  93630. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93631. /**
  93632. * Observable event triggered before each texture is initialized
  93633. */
  93634. onBeforeTextureInitObservable: Observable<Texture>;
  93635. /**
  93636. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93637. */
  93638. disableUniformBuffers: boolean;
  93639. /** @hidden */
  93640. _uniformBuffers: UniformBuffer[];
  93641. /**
  93642. * Gets a boolean indicating that the engine supports uniform buffers
  93643. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93644. */
  93645. readonly supportsUniformBuffers: boolean;
  93646. /**
  93647. * Observable raised when the engine begins a new frame
  93648. */
  93649. onBeginFrameObservable: Observable<Engine>;
  93650. /**
  93651. * If set, will be used to request the next animation frame for the render loop
  93652. */
  93653. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93654. /**
  93655. * Observable raised when the engine ends the current frame
  93656. */
  93657. onEndFrameObservable: Observable<Engine>;
  93658. /**
  93659. * Observable raised when the engine is about to compile a shader
  93660. */
  93661. onBeforeShaderCompilationObservable: Observable<Engine>;
  93662. /**
  93663. * Observable raised when the engine has jsut compiled a shader
  93664. */
  93665. onAfterShaderCompilationObservable: Observable<Engine>;
  93666. /** @hidden */
  93667. _gl: WebGLRenderingContext;
  93668. private _renderingCanvas;
  93669. private _windowIsBackground;
  93670. private _webGLVersion;
  93671. protected _highPrecisionShadersAllowed: boolean;
  93672. /** @hidden */
  93673. readonly _shouldUseHighPrecisionShader: boolean;
  93674. /**
  93675. * Gets a boolean indicating that only power of 2 textures are supported
  93676. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93677. */
  93678. readonly needPOTTextures: boolean;
  93679. /** @hidden */
  93680. _badOS: boolean;
  93681. /** @hidden */
  93682. _badDesktopOS: boolean;
  93683. /**
  93684. * Gets the audio engine
  93685. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93686. * @ignorenaming
  93687. */
  93688. static audioEngine: IAudioEngine;
  93689. /**
  93690. * Default AudioEngine factory responsible of creating the Audio Engine.
  93691. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93692. */
  93693. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93694. /**
  93695. * Default offline support factory responsible of creating a tool used to store data locally.
  93696. * By default, this will create a Database object if the workload has been embedded.
  93697. */
  93698. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93699. private _onFocus;
  93700. private _onBlur;
  93701. private _onCanvasPointerOut;
  93702. private _onCanvasBlur;
  93703. private _onCanvasFocus;
  93704. private _onFullscreenChange;
  93705. private _onPointerLockChange;
  93706. private _hardwareScalingLevel;
  93707. /** @hidden */
  93708. _caps: EngineCapabilities;
  93709. private _pointerLockRequested;
  93710. private _isStencilEnable;
  93711. private _colorWrite;
  93712. private _loadingScreen;
  93713. /** @hidden */
  93714. _drawCalls: PerfCounter;
  93715. private _glVersion;
  93716. private _glRenderer;
  93717. private _glVendor;
  93718. private _videoTextureSupported;
  93719. private _renderingQueueLaunched;
  93720. private _activeRenderLoops;
  93721. private _deterministicLockstep;
  93722. private _lockstepMaxSteps;
  93723. /**
  93724. * Observable signaled when a context lost event is raised
  93725. */
  93726. onContextLostObservable: Observable<Engine>;
  93727. /**
  93728. * Observable signaled when a context restored event is raised
  93729. */
  93730. onContextRestoredObservable: Observable<Engine>;
  93731. private _onContextLost;
  93732. private _onContextRestored;
  93733. private _contextWasLost;
  93734. /** @hidden */
  93735. _doNotHandleContextLost: boolean;
  93736. /**
  93737. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93738. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  93739. */
  93740. doNotHandleContextLost: boolean;
  93741. private _performanceMonitor;
  93742. private _fps;
  93743. private _deltaTime;
  93744. /**
  93745. * Turn this value on if you want to pause FPS computation when in background
  93746. */
  93747. disablePerformanceMonitorInBackground: boolean;
  93748. /**
  93749. * Gets the performance monitor attached to this engine
  93750. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  93751. */
  93752. readonly performanceMonitor: PerformanceMonitor;
  93753. /**
  93754. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  93755. */
  93756. disableVertexArrayObjects: boolean;
  93757. /** @hidden */
  93758. protected _depthCullingState: _DepthCullingState;
  93759. /** @hidden */
  93760. protected _stencilState: _StencilState;
  93761. /** @hidden */
  93762. protected _alphaState: _AlphaState;
  93763. /** @hidden */
  93764. protected _alphaMode: number;
  93765. /** @hidden */
  93766. _internalTexturesCache: InternalTexture[];
  93767. /** @hidden */
  93768. protected _activeChannel: number;
  93769. private _currentTextureChannel;
  93770. /** @hidden */
  93771. protected _boundTexturesCache: {
  93772. [key: string]: Nullable<InternalTexture>;
  93773. };
  93774. /** @hidden */
  93775. protected _currentEffect: Nullable<Effect>;
  93776. /** @hidden */
  93777. protected _currentProgram: Nullable<WebGLProgram>;
  93778. private _compiledEffects;
  93779. private _vertexAttribArraysEnabled;
  93780. /** @hidden */
  93781. protected _cachedViewport: Nullable<IViewportLike>;
  93782. private _cachedVertexArrayObject;
  93783. /** @hidden */
  93784. protected _cachedVertexBuffers: any;
  93785. /** @hidden */
  93786. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  93787. /** @hidden */
  93788. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  93789. /** @hidden */
  93790. _currentRenderTarget: Nullable<InternalTexture>;
  93791. private _uintIndicesCurrentlySet;
  93792. private _currentBoundBuffer;
  93793. /** @hidden */
  93794. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  93795. private _currentBufferPointers;
  93796. private _currentInstanceLocations;
  93797. private _currentInstanceBuffers;
  93798. private _textureUnits;
  93799. /** @hidden */
  93800. _workingCanvas: Nullable<HTMLCanvasElement>;
  93801. /** @hidden */
  93802. _workingContext: Nullable<CanvasRenderingContext2D>;
  93803. private _rescalePostProcess;
  93804. private _dummyFramebuffer;
  93805. private _externalData;
  93806. /** @hidden */
  93807. _bindedRenderFunction: any;
  93808. private _vaoRecordInProgress;
  93809. private _mustWipeVertexAttributes;
  93810. private _emptyTexture;
  93811. private _emptyCubeTexture;
  93812. private _emptyTexture3D;
  93813. /** @hidden */
  93814. _frameHandler: number;
  93815. private _nextFreeTextureSlots;
  93816. private _maxSimultaneousTextures;
  93817. private _activeRequests;
  93818. private _texturesSupported;
  93819. /** @hidden */
  93820. _textureFormatInUse: Nullable<string>;
  93821. /**
  93822. * Gets the list of texture formats supported
  93823. */
  93824. readonly texturesSupported: Array<string>;
  93825. /**
  93826. * Gets the list of texture formats in use
  93827. */
  93828. readonly textureFormatInUse: Nullable<string>;
  93829. /**
  93830. * Gets the current viewport
  93831. */
  93832. readonly currentViewport: Nullable<IViewportLike>;
  93833. /**
  93834. * Gets the default empty texture
  93835. */
  93836. readonly emptyTexture: InternalTexture;
  93837. /**
  93838. * Gets the default empty 3D texture
  93839. */
  93840. readonly emptyTexture3D: InternalTexture;
  93841. /**
  93842. * Gets the default empty cube texture
  93843. */
  93844. readonly emptyCubeTexture: InternalTexture;
  93845. /**
  93846. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  93847. */
  93848. readonly premultipliedAlpha: boolean;
  93849. /**
  93850. * Creates a new engine
  93851. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  93852. * @param antialias defines enable antialiasing (default: false)
  93853. * @param options defines further options to be sent to the getContext() function
  93854. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  93855. */
  93856. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  93857. /**
  93858. * Initializes a webVR display and starts listening to display change events
  93859. * The onVRDisplayChangedObservable will be notified upon these changes
  93860. * @returns The onVRDisplayChangedObservable
  93861. */
  93862. initWebVR(): Observable<IDisplayChangedEventArgs>;
  93863. /** @hidden */
  93864. _prepareVRComponent(): void;
  93865. /** @hidden */
  93866. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  93867. /** @hidden */
  93868. _submitVRFrame(): void;
  93869. /**
  93870. * Call this function to leave webVR mode
  93871. * Will do nothing if webVR is not supported or if there is no webVR device
  93872. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93873. */
  93874. disableVR(): void;
  93875. /**
  93876. * Gets a boolean indicating that the system is in VR mode and is presenting
  93877. * @returns true if VR mode is engaged
  93878. */
  93879. isVRPresenting(): boolean;
  93880. /** @hidden */
  93881. _requestVRFrame(): void;
  93882. private _disableTouchAction;
  93883. private _rebuildInternalTextures;
  93884. private _rebuildEffects;
  93885. /**
  93886. * Gets a boolean indicating if all created effects are ready
  93887. * @returns true if all effects are ready
  93888. */
  93889. areAllEffectsReady(): boolean;
  93890. private _rebuildBuffers;
  93891. private _initGLContext;
  93892. /**
  93893. * Gets version of the current webGL context
  93894. */
  93895. readonly webGLVersion: number;
  93896. /**
  93897. * Gets a string idenfifying the name of the class
  93898. * @returns "Engine" string
  93899. */
  93900. getClassName(): string;
  93901. /**
  93902. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  93903. */
  93904. readonly isStencilEnable: boolean;
  93905. /** @hidden */
  93906. _prepareWorkingCanvas(): void;
  93907. /**
  93908. * Reset the texture cache to empty state
  93909. */
  93910. resetTextureCache(): void;
  93911. /**
  93912. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  93913. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93914. * @returns true if engine is in deterministic lock step mode
  93915. */
  93916. isDeterministicLockStep(): boolean;
  93917. /**
  93918. * Gets the max steps when engine is running in deterministic lock step
  93919. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93920. * @returns the max steps
  93921. */
  93922. getLockstepMaxSteps(): number;
  93923. /**
  93924. * Gets an object containing information about the current webGL context
  93925. * @returns an object containing the vender, the renderer and the version of the current webGL context
  93926. */
  93927. getGlInfo(): {
  93928. vendor: string;
  93929. renderer: string;
  93930. version: string;
  93931. };
  93932. /**
  93933. * Gets current aspect ratio
  93934. * @param viewportOwner defines the camera to use to get the aspect ratio
  93935. * @param useScreen defines if screen size must be used (or the current render target if any)
  93936. * @returns a number defining the aspect ratio
  93937. */
  93938. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  93939. /**
  93940. * Gets current screen aspect ratio
  93941. * @returns a number defining the aspect ratio
  93942. */
  93943. getScreenAspectRatio(): number;
  93944. /**
  93945. * Gets the current render width
  93946. * @param useScreen defines if screen size must be used (or the current render target if any)
  93947. * @returns a number defining the current render width
  93948. */
  93949. getRenderWidth(useScreen?: boolean): number;
  93950. /**
  93951. * Gets the current render height
  93952. * @param useScreen defines if screen size must be used (or the current render target if any)
  93953. * @returns a number defining the current render height
  93954. */
  93955. getRenderHeight(useScreen?: boolean): number;
  93956. /**
  93957. * Gets the HTML canvas attached with the current webGL context
  93958. * @returns a HTML canvas
  93959. */
  93960. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  93961. /**
  93962. * Gets the client rect of the HTML canvas attached with the current webGL context
  93963. * @returns a client rectanglee
  93964. */
  93965. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  93966. /**
  93967. * Defines the hardware scaling level.
  93968. * By default the hardware scaling level is computed from the window device ratio.
  93969. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  93970. * @param level defines the level to use
  93971. */
  93972. setHardwareScalingLevel(level: number): void;
  93973. /**
  93974. * Gets the current hardware scaling level.
  93975. * By default the hardware scaling level is computed from the window device ratio.
  93976. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  93977. * @returns a number indicating the current hardware scaling level
  93978. */
  93979. getHardwareScalingLevel(): number;
  93980. /**
  93981. * Gets the list of loaded textures
  93982. * @returns an array containing all loaded textures
  93983. */
  93984. getLoadedTexturesCache(): InternalTexture[];
  93985. /**
  93986. * Gets the object containing all engine capabilities
  93987. * @returns the EngineCapabilities object
  93988. */
  93989. getCaps(): EngineCapabilities;
  93990. /**
  93991. * Gets the current depth function
  93992. * @returns a number defining the depth function
  93993. */
  93994. getDepthFunction(): Nullable<number>;
  93995. /**
  93996. * Sets the current depth function
  93997. * @param depthFunc defines the function to use
  93998. */
  93999. setDepthFunction(depthFunc: number): void;
  94000. /**
  94001. * Sets the current depth function to GREATER
  94002. */
  94003. setDepthFunctionToGreater(): void;
  94004. /**
  94005. * Sets the current depth function to GEQUAL
  94006. */
  94007. setDepthFunctionToGreaterOrEqual(): void;
  94008. /**
  94009. * Sets the current depth function to LESS
  94010. */
  94011. setDepthFunctionToLess(): void;
  94012. private _cachedStencilBuffer;
  94013. private _cachedStencilFunction;
  94014. private _cachedStencilMask;
  94015. private _cachedStencilOperationPass;
  94016. private _cachedStencilOperationFail;
  94017. private _cachedStencilOperationDepthFail;
  94018. private _cachedStencilReference;
  94019. /**
  94020. * Caches the the state of the stencil buffer
  94021. */
  94022. cacheStencilState(): void;
  94023. /**
  94024. * Restores the state of the stencil buffer
  94025. */
  94026. restoreStencilState(): void;
  94027. /**
  94028. * Sets the current depth function to LEQUAL
  94029. */
  94030. setDepthFunctionToLessOrEqual(): void;
  94031. /**
  94032. * Gets a boolean indicating if stencil buffer is enabled
  94033. * @returns the current stencil buffer state
  94034. */
  94035. getStencilBuffer(): boolean;
  94036. /**
  94037. * Enable or disable the stencil buffer
  94038. * @param enable defines if the stencil buffer must be enabled or disabled
  94039. */
  94040. setStencilBuffer(enable: boolean): void;
  94041. /**
  94042. * Gets the current stencil mask
  94043. * @returns a number defining the new stencil mask to use
  94044. */
  94045. getStencilMask(): number;
  94046. /**
  94047. * Sets the current stencil mask
  94048. * @param mask defines the new stencil mask to use
  94049. */
  94050. setStencilMask(mask: number): void;
  94051. /**
  94052. * Gets the current stencil function
  94053. * @returns a number defining the stencil function to use
  94054. */
  94055. getStencilFunction(): number;
  94056. /**
  94057. * Gets the current stencil reference value
  94058. * @returns a number defining the stencil reference value to use
  94059. */
  94060. getStencilFunctionReference(): number;
  94061. /**
  94062. * Gets the current stencil mask
  94063. * @returns a number defining the stencil mask to use
  94064. */
  94065. getStencilFunctionMask(): number;
  94066. /**
  94067. * Sets the current stencil function
  94068. * @param stencilFunc defines the new stencil function to use
  94069. */
  94070. setStencilFunction(stencilFunc: number): void;
  94071. /**
  94072. * Sets the current stencil reference
  94073. * @param reference defines the new stencil reference to use
  94074. */
  94075. setStencilFunctionReference(reference: number): void;
  94076. /**
  94077. * Sets the current stencil mask
  94078. * @param mask defines the new stencil mask to use
  94079. */
  94080. setStencilFunctionMask(mask: number): void;
  94081. /**
  94082. * Gets the current stencil operation when stencil fails
  94083. * @returns a number defining stencil operation to use when stencil fails
  94084. */
  94085. getStencilOperationFail(): number;
  94086. /**
  94087. * Gets the current stencil operation when depth fails
  94088. * @returns a number defining stencil operation to use when depth fails
  94089. */
  94090. getStencilOperationDepthFail(): number;
  94091. /**
  94092. * Gets the current stencil operation when stencil passes
  94093. * @returns a number defining stencil operation to use when stencil passes
  94094. */
  94095. getStencilOperationPass(): number;
  94096. /**
  94097. * Sets the stencil operation to use when stencil fails
  94098. * @param operation defines the stencil operation to use when stencil fails
  94099. */
  94100. setStencilOperationFail(operation: number): void;
  94101. /**
  94102. * Sets the stencil operation to use when depth fails
  94103. * @param operation defines the stencil operation to use when depth fails
  94104. */
  94105. setStencilOperationDepthFail(operation: number): void;
  94106. /**
  94107. * Sets the stencil operation to use when stencil passes
  94108. * @param operation defines the stencil operation to use when stencil passes
  94109. */
  94110. setStencilOperationPass(operation: number): void;
  94111. /**
  94112. * Sets a boolean indicating if the dithering state is enabled or disabled
  94113. * @param value defines the dithering state
  94114. */
  94115. setDitheringState(value: boolean): void;
  94116. /**
  94117. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94118. * @param value defines the rasterizer state
  94119. */
  94120. setRasterizerState(value: boolean): void;
  94121. /**
  94122. * stop executing a render loop function and remove it from the execution array
  94123. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94124. */
  94125. stopRenderLoop(renderFunction?: () => void): void;
  94126. /** @hidden */
  94127. _renderLoop(): void;
  94128. /**
  94129. * Register and execute a render loop. The engine can have more than one render function
  94130. * @param renderFunction defines the function to continuously execute
  94131. */
  94132. runRenderLoop(renderFunction: () => void): void;
  94133. /**
  94134. * Toggle full screen mode
  94135. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94136. */
  94137. switchFullscreen(requestPointerLock: boolean): void;
  94138. /**
  94139. * Enters full screen mode
  94140. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94141. */
  94142. enterFullscreen(requestPointerLock: boolean): void;
  94143. /**
  94144. * Exits full screen mode
  94145. */
  94146. exitFullscreen(): void;
  94147. /**
  94148. * Enters Pointerlock mode
  94149. */
  94150. enterPointerlock(): void;
  94151. /**
  94152. * Exits Pointerlock mode
  94153. */
  94154. exitPointerlock(): void;
  94155. /**
  94156. * Clear the current render buffer or the current render target (if any is set up)
  94157. * @param color defines the color to use
  94158. * @param backBuffer defines if the back buffer must be cleared
  94159. * @param depth defines if the depth buffer must be cleared
  94160. * @param stencil defines if the stencil buffer must be cleared
  94161. */
  94162. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94163. /**
  94164. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94165. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94166. * @param y defines the y-coordinate of the corner of the clear rectangle
  94167. * @param width defines the width of the clear rectangle
  94168. * @param height defines the height of the clear rectangle
  94169. * @param clearColor defines the clear color
  94170. */
  94171. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94172. /**
  94173. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94174. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94175. * @param y defines the y-coordinate of the corner of the clear rectangle
  94176. * @param width defines the width of the clear rectangle
  94177. * @param height defines the height of the clear rectangle
  94178. */
  94179. enableScissor(x: number, y: number, width: number, height: number): void;
  94180. /**
  94181. * Disable previously set scissor test rectangle
  94182. */
  94183. disableScissor(): void;
  94184. private _viewportCached;
  94185. /** @hidden */
  94186. _viewport(x: number, y: number, width: number, height: number): void;
  94187. /**
  94188. * Set the WebGL's viewport
  94189. * @param viewport defines the viewport element to be used
  94190. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94191. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94192. */
  94193. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94194. /**
  94195. * Directly set the WebGL Viewport
  94196. * @param x defines the x coordinate of the viewport (in screen space)
  94197. * @param y defines the y coordinate of the viewport (in screen space)
  94198. * @param width defines the width of the viewport (in screen space)
  94199. * @param height defines the height of the viewport (in screen space)
  94200. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  94201. */
  94202. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94203. /**
  94204. * Begin a new frame
  94205. */
  94206. beginFrame(): void;
  94207. /**
  94208. * Enf the current frame
  94209. */
  94210. endFrame(): void;
  94211. /**
  94212. * Resize the view according to the canvas' size
  94213. */
  94214. resize(): void;
  94215. /**
  94216. * Force a specific size of the canvas
  94217. * @param width defines the new canvas' width
  94218. * @param height defines the new canvas' height
  94219. */
  94220. setSize(width: number, height: number): void;
  94221. /**
  94222. * Binds the frame buffer to the specified texture.
  94223. * @param texture The texture to render to or null for the default canvas
  94224. * @param faceIndex The face of the texture to render to in case of cube texture
  94225. * @param requiredWidth The width of the target to render to
  94226. * @param requiredHeight The height of the target to render to
  94227. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94228. * @param depthStencilTexture The depth stencil texture to use to render
  94229. * @param lodLevel defines le lod level to bind to the frame buffer
  94230. */
  94231. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94232. /** @hidden */
  94233. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94234. /**
  94235. * Unbind the current render target texture from the webGL context
  94236. * @param texture defines the render target texture to unbind
  94237. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94238. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94239. */
  94240. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94241. /**
  94242. * Force the mipmap generation for the given render target texture
  94243. * @param texture defines the render target texture to use
  94244. */
  94245. generateMipMapsForCubemap(texture: InternalTexture): void;
  94246. /**
  94247. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94248. */
  94249. flushFramebuffer(): void;
  94250. /**
  94251. * Unbind the current render target and bind the default framebuffer
  94252. */
  94253. restoreDefaultFramebuffer(): void;
  94254. /**
  94255. * Create an uniform buffer
  94256. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94257. * @param elements defines the content of the uniform buffer
  94258. * @returns the webGL uniform buffer
  94259. */
  94260. createUniformBuffer(elements: FloatArray): DataBuffer;
  94261. /**
  94262. * Create a dynamic uniform buffer
  94263. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94264. * @param elements defines the content of the uniform buffer
  94265. * @returns the webGL uniform buffer
  94266. */
  94267. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94268. /**
  94269. * Update an existing uniform buffer
  94270. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94271. * @param uniformBuffer defines the target uniform buffer
  94272. * @param elements defines the content to update
  94273. * @param offset defines the offset in the uniform buffer where update should start
  94274. * @param count defines the size of the data to update
  94275. */
  94276. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94277. private _resetVertexBufferBinding;
  94278. /**
  94279. * Creates a vertex buffer
  94280. * @param data the data for the vertex buffer
  94281. * @returns the new WebGL static buffer
  94282. */
  94283. createVertexBuffer(data: DataArray): DataBuffer;
  94284. /**
  94285. * Creates a dynamic vertex buffer
  94286. * @param data the data for the dynamic vertex buffer
  94287. * @returns the new WebGL dynamic buffer
  94288. */
  94289. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94290. /**
  94291. * Update a dynamic index buffer
  94292. * @param indexBuffer defines the target index buffer
  94293. * @param indices defines the data to update
  94294. * @param offset defines the offset in the target index buffer where update should start
  94295. */
  94296. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94297. /**
  94298. * Updates a dynamic vertex buffer.
  94299. * @param vertexBuffer the vertex buffer to update
  94300. * @param data the data used to update the vertex buffer
  94301. * @param byteOffset the byte offset of the data
  94302. * @param byteLength the byte length of the data
  94303. */
  94304. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94305. private _resetIndexBufferBinding;
  94306. /**
  94307. * Creates a new index buffer
  94308. * @param indices defines the content of the index buffer
  94309. * @param updatable defines if the index buffer must be updatable
  94310. * @returns a new webGL buffer
  94311. */
  94312. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94313. /**
  94314. * Bind a webGL buffer to the webGL context
  94315. * @param buffer defines the buffer to bind
  94316. */
  94317. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94318. /**
  94319. * Bind an uniform buffer to the current webGL context
  94320. * @param buffer defines the buffer to bind
  94321. */
  94322. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94323. /**
  94324. * Bind a buffer to the current webGL context at a given location
  94325. * @param buffer defines the buffer to bind
  94326. * @param location defines the index where to bind the buffer
  94327. */
  94328. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94329. /**
  94330. * Bind a specific block at a given index in a specific shader program
  94331. * @param pipelineContext defines the pipeline context to use
  94332. * @param blockName defines the block name
  94333. * @param index defines the index where to bind the block
  94334. */
  94335. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94336. private bindIndexBuffer;
  94337. private bindBuffer;
  94338. /**
  94339. * update the bound buffer with the given data
  94340. * @param data defines the data to update
  94341. */
  94342. updateArrayBuffer(data: Float32Array): void;
  94343. private _vertexAttribPointer;
  94344. private _bindIndexBufferWithCache;
  94345. private _bindVertexBuffersAttributes;
  94346. /**
  94347. * Records a vertex array object
  94348. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94349. * @param vertexBuffers defines the list of vertex buffers to store
  94350. * @param indexBuffer defines the index buffer to store
  94351. * @param effect defines the effect to store
  94352. * @returns the new vertex array object
  94353. */
  94354. recordVertexArrayObject(vertexBuffers: {
  94355. [key: string]: VertexBuffer;
  94356. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94357. /**
  94358. * Bind a specific vertex array object
  94359. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94360. * @param vertexArrayObject defines the vertex array object to bind
  94361. * @param indexBuffer defines the index buffer to bind
  94362. */
  94363. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94364. /**
  94365. * Bind webGl buffers directly to the webGL context
  94366. * @param vertexBuffer defines the vertex buffer to bind
  94367. * @param indexBuffer defines the index buffer to bind
  94368. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94369. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94370. * @param effect defines the effect associated with the vertex buffer
  94371. */
  94372. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94373. private _unbindVertexArrayObject;
  94374. /**
  94375. * Bind a list of vertex buffers to the webGL context
  94376. * @param vertexBuffers defines the list of vertex buffers to bind
  94377. * @param indexBuffer defines the index buffer to bind
  94378. * @param effect defines the effect associated with the vertex buffers
  94379. */
  94380. bindBuffers(vertexBuffers: {
  94381. [key: string]: Nullable<VertexBuffer>;
  94382. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94383. /**
  94384. * Unbind all instance attributes
  94385. */
  94386. unbindInstanceAttributes(): void;
  94387. /**
  94388. * Release and free the memory of a vertex array object
  94389. * @param vao defines the vertex array object to delete
  94390. */
  94391. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94392. /** @hidden */
  94393. _releaseBuffer(buffer: DataBuffer): boolean;
  94394. /**
  94395. * Creates a webGL buffer to use with instanciation
  94396. * @param capacity defines the size of the buffer
  94397. * @returns the webGL buffer
  94398. */
  94399. createInstancesBuffer(capacity: number): DataBuffer;
  94400. /**
  94401. * Delete a webGL buffer used with instanciation
  94402. * @param buffer defines the webGL buffer to delete
  94403. */
  94404. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94405. /**
  94406. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94407. * @param instancesBuffer defines the webGL buffer to update and bind
  94408. * @param data defines the data to store in the buffer
  94409. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94410. */
  94411. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94412. /**
  94413. * Apply all cached states (depth, culling, stencil and alpha)
  94414. */
  94415. applyStates(): void;
  94416. /**
  94417. * Send a draw order
  94418. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94419. * @param indexStart defines the starting index
  94420. * @param indexCount defines the number of index to draw
  94421. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94422. */
  94423. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94424. /**
  94425. * Draw a list of points
  94426. * @param verticesStart defines the index of first vertex to draw
  94427. * @param verticesCount defines the count of vertices to draw
  94428. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94429. */
  94430. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94431. /**
  94432. * Draw a list of unindexed primitives
  94433. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94434. * @param verticesStart defines the index of first vertex to draw
  94435. * @param verticesCount defines the count of vertices to draw
  94436. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94437. */
  94438. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94439. /**
  94440. * Draw a list of indexed primitives
  94441. * @param fillMode defines the primitive to use
  94442. * @param indexStart defines the starting index
  94443. * @param indexCount defines the number of index to draw
  94444. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94445. */
  94446. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94447. /**
  94448. * Draw a list of unindexed primitives
  94449. * @param fillMode defines the primitive to use
  94450. * @param verticesStart defines the index of first vertex to draw
  94451. * @param verticesCount defines the count of vertices to draw
  94452. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94453. */
  94454. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94455. private _drawMode;
  94456. /** @hidden */
  94457. _releaseEffect(effect: Effect): void;
  94458. /** @hidden */
  94459. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94460. /**
  94461. * Create a new effect (used to store vertex/fragment shaders)
  94462. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94463. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94464. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94465. * @param samplers defines an array of string used to represent textures
  94466. * @param defines defines the string containing the defines to use to compile the shaders
  94467. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94468. * @param onCompiled defines a function to call when the effect creation is successful
  94469. * @param onError defines a function to call when the effect creation has failed
  94470. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94471. * @returns the new Effect
  94472. */
  94473. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94474. private _compileShader;
  94475. private _compileRawShader;
  94476. /**
  94477. * Directly creates a webGL program
  94478. * @param pipelineContext defines the pipeline context to attach to
  94479. * @param vertexCode defines the vertex shader code to use
  94480. * @param fragmentCode defines the fragment shader code to use
  94481. * @param context defines the webGL context to use (if not set, the current one will be used)
  94482. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94483. * @returns the new webGL program
  94484. */
  94485. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94486. /**
  94487. * Creates a webGL program
  94488. * @param pipelineContext defines the pipeline context to attach to
  94489. * @param vertexCode defines the vertex shader code to use
  94490. * @param fragmentCode defines the fragment shader code to use
  94491. * @param defines defines the string containing the defines to use to compile the shaders
  94492. * @param context defines the webGL context to use (if not set, the current one will be used)
  94493. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94494. * @returns the new webGL program
  94495. */
  94496. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94497. /**
  94498. * Creates a new pipeline context
  94499. * @returns the new pipeline
  94500. */
  94501. createPipelineContext(): WebGLPipelineContext;
  94502. private _createShaderProgram;
  94503. private _finalizePipelineContext;
  94504. /** @hidden */
  94505. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94506. /** @hidden */
  94507. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94508. /** @hidden */
  94509. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94510. /**
  94511. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94512. * @param pipelineContext defines the pipeline context to use
  94513. * @param uniformsNames defines the list of uniform names
  94514. * @returns an array of webGL uniform locations
  94515. */
  94516. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94517. /**
  94518. * Gets the lsit of active attributes for a given webGL program
  94519. * @param pipelineContext defines the pipeline context to use
  94520. * @param attributesNames defines the list of attribute names to get
  94521. * @returns an array of indices indicating the offset of each attribute
  94522. */
  94523. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94524. /**
  94525. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94526. * @param effect defines the effect to activate
  94527. */
  94528. enableEffect(effect: Nullable<Effect>): void;
  94529. /**
  94530. * Set the value of an uniform to an array of int32
  94531. * @param uniform defines the webGL uniform location where to store the value
  94532. * @param array defines the array of int32 to store
  94533. */
  94534. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94535. /**
  94536. * Set the value of an uniform to an array of int32 (stored as vec2)
  94537. * @param uniform defines the webGL uniform location where to store the value
  94538. * @param array defines the array of int32 to store
  94539. */
  94540. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94541. /**
  94542. * Set the value of an uniform to an array of int32 (stored as vec3)
  94543. * @param uniform defines the webGL uniform location where to store the value
  94544. * @param array defines the array of int32 to store
  94545. */
  94546. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94547. /**
  94548. * Set the value of an uniform to an array of int32 (stored as vec4)
  94549. * @param uniform defines the webGL uniform location where to store the value
  94550. * @param array defines the array of int32 to store
  94551. */
  94552. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94553. /**
  94554. * Set the value of an uniform to an array of float32
  94555. * @param uniform defines the webGL uniform location where to store the value
  94556. * @param array defines the array of float32 to store
  94557. */
  94558. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94559. /**
  94560. * Set the value of an uniform to an array of float32 (stored as vec2)
  94561. * @param uniform defines the webGL uniform location where to store the value
  94562. * @param array defines the array of float32 to store
  94563. */
  94564. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94565. /**
  94566. * Set the value of an uniform to an array of float32 (stored as vec3)
  94567. * @param uniform defines the webGL uniform location where to store the value
  94568. * @param array defines the array of float32 to store
  94569. */
  94570. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94571. /**
  94572. * Set the value of an uniform to an array of float32 (stored as vec4)
  94573. * @param uniform defines the webGL uniform location where to store the value
  94574. * @param array defines the array of float32 to store
  94575. */
  94576. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94577. /**
  94578. * Set the value of an uniform to an array of number
  94579. * @param uniform defines the webGL uniform location where to store the value
  94580. * @param array defines the array of number to store
  94581. */
  94582. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94583. /**
  94584. * Set the value of an uniform to an array of number (stored as vec2)
  94585. * @param uniform defines the webGL uniform location where to store the value
  94586. * @param array defines the array of number to store
  94587. */
  94588. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94589. /**
  94590. * Set the value of an uniform to an array of number (stored as vec3)
  94591. * @param uniform defines the webGL uniform location where to store the value
  94592. * @param array defines the array of number to store
  94593. */
  94594. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94595. /**
  94596. * Set the value of an uniform to an array of number (stored as vec4)
  94597. * @param uniform defines the webGL uniform location where to store the value
  94598. * @param array defines the array of number to store
  94599. */
  94600. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94601. /**
  94602. * Set the value of an uniform to an array of float32 (stored as matrices)
  94603. * @param uniform defines the webGL uniform location where to store the value
  94604. * @param matrices defines the array of float32 to store
  94605. */
  94606. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94607. /**
  94608. * Set the value of an uniform to a matrix (3x3)
  94609. * @param uniform defines the webGL uniform location where to store the value
  94610. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94611. */
  94612. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94613. /**
  94614. * Set the value of an uniform to a matrix (2x2)
  94615. * @param uniform defines the webGL uniform location where to store the value
  94616. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94617. */
  94618. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94619. /**
  94620. * Set the value of an uniform to a number (int)
  94621. * @param uniform defines the webGL uniform location where to store the value
  94622. * @param value defines the int number to store
  94623. */
  94624. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94625. /**
  94626. * Set the value of an uniform to a number (float)
  94627. * @param uniform defines the webGL uniform location where to store the value
  94628. * @param value defines the float number to store
  94629. */
  94630. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94631. /**
  94632. * Set the value of an uniform to a vec2
  94633. * @param uniform defines the webGL uniform location where to store the value
  94634. * @param x defines the 1st component of the value
  94635. * @param y defines the 2nd component of the value
  94636. */
  94637. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94638. /**
  94639. * Set the value of an uniform to a vec3
  94640. * @param uniform defines the webGL uniform location where to store the value
  94641. * @param x defines the 1st component of the value
  94642. * @param y defines the 2nd component of the value
  94643. * @param z defines the 3rd component of the value
  94644. */
  94645. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94646. /**
  94647. * Set the value of an uniform to a boolean
  94648. * @param uniform defines the webGL uniform location where to store the value
  94649. * @param bool defines the boolean to store
  94650. */
  94651. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94652. /**
  94653. * Set the value of an uniform to a vec4
  94654. * @param uniform defines the webGL uniform location where to store the value
  94655. * @param x defines the 1st component of the value
  94656. * @param y defines the 2nd component of the value
  94657. * @param z defines the 3rd component of the value
  94658. * @param w defines the 4th component of the value
  94659. */
  94660. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94661. /**
  94662. * Sets a Color4 on a uniform variable
  94663. * @param uniform defines the uniform location
  94664. * @param color4 defines the value to be set
  94665. */
  94666. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94667. /**
  94668. * Set various states to the webGL context
  94669. * @param culling defines backface culling state
  94670. * @param zOffset defines the value to apply to zOffset (0 by default)
  94671. * @param force defines if states must be applied even if cache is up to date
  94672. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94673. */
  94674. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94675. /**
  94676. * Set the z offset to apply to current rendering
  94677. * @param value defines the offset to apply
  94678. */
  94679. setZOffset(value: number): void;
  94680. /**
  94681. * Gets the current value of the zOffset
  94682. * @returns the current zOffset state
  94683. */
  94684. getZOffset(): number;
  94685. /**
  94686. * Enable or disable depth buffering
  94687. * @param enable defines the state to set
  94688. */
  94689. setDepthBuffer(enable: boolean): void;
  94690. /**
  94691. * Gets a boolean indicating if depth writing is enabled
  94692. * @returns the current depth writing state
  94693. */
  94694. getDepthWrite(): boolean;
  94695. /**
  94696. * Enable or disable depth writing
  94697. * @param enable defines the state to set
  94698. */
  94699. setDepthWrite(enable: boolean): void;
  94700. /**
  94701. * Enable or disable color writing
  94702. * @param enable defines the state to set
  94703. */
  94704. setColorWrite(enable: boolean): void;
  94705. /**
  94706. * Gets a boolean indicating if color writing is enabled
  94707. * @returns the current color writing state
  94708. */
  94709. getColorWrite(): boolean;
  94710. /**
  94711. * Sets alpha constants used by some alpha blending modes
  94712. * @param r defines the red component
  94713. * @param g defines the green component
  94714. * @param b defines the blue component
  94715. * @param a defines the alpha component
  94716. */
  94717. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94718. /**
  94719. * Sets the current alpha mode
  94720. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94721. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94722. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94723. */
  94724. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94725. /**
  94726. * Gets the current alpha mode
  94727. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94728. * @returns the current alpha mode
  94729. */
  94730. getAlphaMode(): number;
  94731. /**
  94732. * Clears the list of texture accessible through engine.
  94733. * This can help preventing texture load conflict due to name collision.
  94734. */
  94735. clearInternalTexturesCache(): void;
  94736. /**
  94737. * Force the entire cache to be cleared
  94738. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  94739. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  94740. */
  94741. wipeCaches(bruteForce?: boolean): void;
  94742. /**
  94743. * Set the compressed texture format to use, based on the formats you have, and the formats
  94744. * supported by the hardware / browser.
  94745. *
  94746. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  94747. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  94748. * to API arguments needed to compressed textures. This puts the burden on the container
  94749. * generator to house the arcane code for determining these for current & future formats.
  94750. *
  94751. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  94752. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  94753. *
  94754. * Note: The result of this call is not taken into account when a texture is base64.
  94755. *
  94756. * @param formatsAvailable defines the list of those format families you have created
  94757. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  94758. *
  94759. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  94760. * @returns The extension selected.
  94761. */
  94762. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  94763. /** @hidden */
  94764. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  94765. min: number;
  94766. mag: number;
  94767. };
  94768. /** @hidden */
  94769. _createTexture(): WebGLTexture;
  94770. /**
  94771. * Usually called from Texture.ts.
  94772. * Passed information to create a WebGLTexture
  94773. * @param urlArg defines a value which contains one of the following:
  94774. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  94775. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  94776. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  94777. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  94778. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  94779. * @param scene needed for loading to the correct scene
  94780. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  94781. * @param onLoad optional callback to be called upon successful completion
  94782. * @param onError optional callback to be called upon failure
  94783. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  94784. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  94785. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  94786. * @param forcedExtension defines the extension to use to pick the right loader
  94787. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  94788. * @returns a InternalTexture for assignment back into BABYLON.Texture
  94789. */
  94790. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  94791. /**
  94792. * @hidden
  94793. * Rescales a texture
  94794. * @param source input texutre
  94795. * @param destination destination texture
  94796. * @param scene scene to use to render the resize
  94797. * @param internalFormat format to use when resizing
  94798. * @param onComplete callback to be called when resize has completed
  94799. */
  94800. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  94801. private _unpackFlipYCached;
  94802. /**
  94803. * In case you are sharing the context with other applications, it might
  94804. * be interested to not cache the unpack flip y state to ensure a consistent
  94805. * value would be set.
  94806. */
  94807. enableUnpackFlipYCached: boolean;
  94808. /** @hidden */
  94809. _unpackFlipY(value: boolean): void;
  94810. /** @hidden */
  94811. _getUnpackAlignement(): number;
  94812. /**
  94813. * Creates a dynamic texture
  94814. * @param width defines the width of the texture
  94815. * @param height defines the height of the texture
  94816. * @param generateMipMaps defines if the engine should generate the mip levels
  94817. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  94818. * @returns the dynamic texture inside an InternalTexture
  94819. */
  94820. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  94821. /**
  94822. * Update the sampling mode of a given texture
  94823. * @param samplingMode defines the required sampling mode
  94824. * @param texture defines the texture to update
  94825. */
  94826. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  94827. /**
  94828. * Update the content of a dynamic texture
  94829. * @param texture defines the texture to update
  94830. * @param canvas defines the canvas containing the source
  94831. * @param invertY defines if data must be stored with Y axis inverted
  94832. * @param premulAlpha defines if alpha is stored as premultiplied
  94833. * @param format defines the format of the data
  94834. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  94835. */
  94836. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  94837. /**
  94838. * Update a video texture
  94839. * @param texture defines the texture to update
  94840. * @param video defines the video element to use
  94841. * @param invertY defines if data must be stored with Y axis inverted
  94842. */
  94843. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  94844. /**
  94845. * Updates a depth texture Comparison Mode and Function.
  94846. * If the comparison Function is equal to 0, the mode will be set to none.
  94847. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  94848. * @param texture The texture to set the comparison function for
  94849. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  94850. */
  94851. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  94852. /** @hidden */
  94853. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  94854. width: number;
  94855. height: number;
  94856. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  94857. /**
  94858. * Creates a depth stencil texture.
  94859. * This is only available in WebGL 2 or with the depth texture extension available.
  94860. * @param size The size of face edge in the texture.
  94861. * @param options The options defining the texture.
  94862. * @returns The texture
  94863. */
  94864. createDepthStencilTexture(size: number | {
  94865. width: number;
  94866. height: number;
  94867. }, options: DepthTextureCreationOptions): InternalTexture;
  94868. /**
  94869. * Creates a depth stencil texture.
  94870. * This is only available in WebGL 2 or with the depth texture extension available.
  94871. * @param size The size of face edge in the texture.
  94872. * @param options The options defining the texture.
  94873. * @returns The texture
  94874. */
  94875. private _createDepthStencilTexture;
  94876. /**
  94877. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  94878. * @param renderTarget The render target to set the frame buffer for
  94879. */
  94880. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  94881. /**
  94882. * Creates a new render target texture
  94883. * @param size defines the size of the texture
  94884. * @param options defines the options used to create the texture
  94885. * @returns a new render target texture stored in an InternalTexture
  94886. */
  94887. createRenderTargetTexture(size: number | {
  94888. width: number;
  94889. height: number;
  94890. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  94891. /** @hidden */
  94892. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  94893. /**
  94894. * Updates the sample count of a render target texture
  94895. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  94896. * @param texture defines the texture to update
  94897. * @param samples defines the sample count to set
  94898. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  94899. */
  94900. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  94901. /** @hidden */
  94902. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94903. /** @hidden */
  94904. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  94905. /** @hidden */
  94906. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  94907. /** @hidden */
  94908. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  94909. /**
  94910. * @hidden
  94911. */
  94912. _setCubeMapTextureParams(loadMipmap: boolean): void;
  94913. private _prepareWebGLTextureContinuation;
  94914. private _prepareWebGLTexture;
  94915. /** @hidden */
  94916. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  94917. /** @hidden */
  94918. _releaseFramebufferObjects(texture: InternalTexture): void;
  94919. /** @hidden */
  94920. _releaseTexture(texture: InternalTexture): void;
  94921. private setProgram;
  94922. private _boundUniforms;
  94923. /**
  94924. * Binds an effect to the webGL context
  94925. * @param effect defines the effect to bind
  94926. */
  94927. bindSamplers(effect: Effect): void;
  94928. private _activateCurrentTexture;
  94929. /** @hidden */
  94930. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  94931. /** @hidden */
  94932. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  94933. /**
  94934. * Sets a texture to the webGL context from a postprocess
  94935. * @param channel defines the channel to use
  94936. * @param postProcess defines the source postprocess
  94937. */
  94938. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  94939. /**
  94940. * Binds the output of the passed in post process to the texture channel specified
  94941. * @param channel The channel the texture should be bound to
  94942. * @param postProcess The post process which's output should be bound
  94943. */
  94944. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  94945. /**
  94946. * Unbind all textures from the webGL context
  94947. */
  94948. unbindAllTextures(): void;
  94949. /**
  94950. * Sets a texture to the according uniform.
  94951. * @param channel The texture channel
  94952. * @param uniform The uniform to set
  94953. * @param texture The texture to apply
  94954. */
  94955. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  94956. /**
  94957. * Sets a depth stencil texture from a render target to the according uniform.
  94958. * @param channel The texture channel
  94959. * @param uniform The uniform to set
  94960. * @param texture The render target texture containing the depth stencil texture to apply
  94961. */
  94962. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  94963. private _bindSamplerUniformToChannel;
  94964. private _getTextureWrapMode;
  94965. private _setTexture;
  94966. /**
  94967. * Sets an array of texture to the webGL context
  94968. * @param channel defines the channel where the texture array must be set
  94969. * @param uniform defines the associated uniform location
  94970. * @param textures defines the array of textures to bind
  94971. */
  94972. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  94973. /** @hidden */
  94974. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  94975. private _setTextureParameterFloat;
  94976. private _setTextureParameterInteger;
  94977. /**
  94978. * Reads pixels from the current frame buffer. Please note that this function can be slow
  94979. * @param x defines the x coordinate of the rectangle where pixels must be read
  94980. * @param y defines the y coordinate of the rectangle where pixels must be read
  94981. * @param width defines the width of the rectangle where pixels must be read
  94982. * @param height defines the height of the rectangle where pixels must be read
  94983. * @returns a Uint8Array containing RGBA colors
  94984. */
  94985. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  94986. /**
  94987. * Add an externaly attached data from its key.
  94988. * This method call will fail and return false, if such key already exists.
  94989. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  94990. * @param key the unique key that identifies the data
  94991. * @param data the data object to associate to the key for this Engine instance
  94992. * @return true if no such key were already present and the data was added successfully, false otherwise
  94993. */
  94994. addExternalData<T>(key: string, data: T): boolean;
  94995. /**
  94996. * Get an externaly attached data from its key
  94997. * @param key the unique key that identifies the data
  94998. * @return the associated data, if present (can be null), or undefined if not present
  94999. */
  95000. getExternalData<T>(key: string): T;
  95001. /**
  95002. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95003. * @param key the unique key that identifies the data
  95004. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95005. * @return the associated data, can be null if the factory returned null.
  95006. */
  95007. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95008. /**
  95009. * Remove an externaly attached data from the Engine instance
  95010. * @param key the unique key that identifies the data
  95011. * @return true if the data was successfully removed, false if it doesn't exist
  95012. */
  95013. removeExternalData(key: string): boolean;
  95014. /**
  95015. * Unbind all vertex attributes from the webGL context
  95016. */
  95017. unbindAllAttributes(): void;
  95018. /**
  95019. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  95020. */
  95021. releaseEffects(): void;
  95022. /**
  95023. * Dispose and release all associated resources
  95024. */
  95025. dispose(): void;
  95026. /**
  95027. * Display the loading screen
  95028. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95029. */
  95030. displayLoadingUI(): void;
  95031. /**
  95032. * Hide the loading screen
  95033. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95034. */
  95035. hideLoadingUI(): void;
  95036. /**
  95037. * Gets the current loading screen object
  95038. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95039. */
  95040. /**
  95041. * Sets the current loading screen object
  95042. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95043. */
  95044. loadingScreen: ILoadingScreen;
  95045. /**
  95046. * Sets the current loading screen text
  95047. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95048. */
  95049. loadingUIText: string;
  95050. /**
  95051. * Sets the current loading screen background color
  95052. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95053. */
  95054. loadingUIBackgroundColor: string;
  95055. /**
  95056. * Attach a new callback raised when context lost event is fired
  95057. * @param callback defines the callback to call
  95058. */
  95059. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95060. /**
  95061. * Attach a new callback raised when context restored event is fired
  95062. * @param callback defines the callback to call
  95063. */
  95064. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95065. /**
  95066. * Gets the source code of the vertex shader associated with a specific webGL program
  95067. * @param program defines the program to use
  95068. * @returns a string containing the source code of the vertex shader associated with the program
  95069. */
  95070. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95071. /**
  95072. * Gets the source code of the fragment shader associated with a specific webGL program
  95073. * @param program defines the program to use
  95074. * @returns a string containing the source code of the fragment shader associated with the program
  95075. */
  95076. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95077. /**
  95078. * Get the current error code of the webGL context
  95079. * @returns the error code
  95080. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95081. */
  95082. getError(): number;
  95083. /**
  95084. * Gets the current framerate
  95085. * @returns a number representing the framerate
  95086. */
  95087. getFps(): number;
  95088. /**
  95089. * Gets the time spent between current and previous frame
  95090. * @returns a number representing the delta time in ms
  95091. */
  95092. getDeltaTime(): number;
  95093. private _measureFps;
  95094. /** @hidden */
  95095. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95096. private _canRenderToFloatFramebuffer;
  95097. private _canRenderToHalfFloatFramebuffer;
  95098. private _canRenderToFramebuffer;
  95099. /** @hidden */
  95100. _getWebGLTextureType(type: number): number;
  95101. /** @hidden */
  95102. _getInternalFormat(format: number): number;
  95103. /** @hidden */
  95104. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95105. /** @hidden */
  95106. _getRGBAMultiSampleBufferFormat(type: number): number;
  95107. /** @hidden */
  95108. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95109. /** @hidden */
  95110. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95111. /**
  95112. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95113. * @returns true if the engine can be created
  95114. * @ignorenaming
  95115. */
  95116. static isSupported(): boolean;
  95117. /**
  95118. * Find the next highest power of two.
  95119. * @param x Number to start search from.
  95120. * @return Next highest power of two.
  95121. */
  95122. static CeilingPOT(x: number): number;
  95123. /**
  95124. * Find the next lowest power of two.
  95125. * @param x Number to start search from.
  95126. * @return Next lowest power of two.
  95127. */
  95128. static FloorPOT(x: number): number;
  95129. /**
  95130. * Find the nearest power of two.
  95131. * @param x Number to start search from.
  95132. * @return Next nearest power of two.
  95133. */
  95134. static NearestPOT(x: number): number;
  95135. /**
  95136. * Get the closest exponent of two
  95137. * @param value defines the value to approximate
  95138. * @param max defines the maximum value to return
  95139. * @param mode defines how to define the closest value
  95140. * @returns closest exponent of two of the given value
  95141. */
  95142. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95143. /**
  95144. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95145. * @param func - the function to be called
  95146. * @param requester - the object that will request the next frame. Falls back to window.
  95147. * @returns frame number
  95148. */
  95149. static QueueNewFrame(func: () => void, requester?: any): number;
  95150. /**
  95151. * Ask the browser to promote the current element to pointerlock mode
  95152. * @param element defines the DOM element to promote
  95153. */
  95154. static _RequestPointerlock(element: HTMLElement): void;
  95155. /**
  95156. * Asks the browser to exit pointerlock mode
  95157. */
  95158. static _ExitPointerlock(): void;
  95159. /**
  95160. * Ask the browser to promote the current element to fullscreen rendering mode
  95161. * @param element defines the DOM element to promote
  95162. */
  95163. static _RequestFullscreen(element: HTMLElement): void;
  95164. /**
  95165. * Asks the browser to exit fullscreen mode
  95166. */
  95167. static _ExitFullscreen(): void;
  95168. }
  95169. }
  95170. declare module BABYLON {
  95171. /**
  95172. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95173. * during the life time of the application.
  95174. */
  95175. export class EngineStore {
  95176. /** Gets the list of created engines */
  95177. static Instances: Engine[];
  95178. /** @hidden */
  95179. static _LastCreatedScene: Nullable<Scene>;
  95180. /**
  95181. * Gets the latest created engine
  95182. */
  95183. static readonly LastCreatedEngine: Nullable<Engine>;
  95184. /**
  95185. * Gets the latest created scene
  95186. */
  95187. static readonly LastCreatedScene: Nullable<Scene>;
  95188. /**
  95189. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95190. * @ignorenaming
  95191. */
  95192. static UseFallbackTexture: boolean;
  95193. /**
  95194. * Texture content used if a texture cannot loaded
  95195. * @ignorenaming
  95196. */
  95197. static FallbackTexture: string;
  95198. }
  95199. }
  95200. declare module BABYLON {
  95201. /**
  95202. * Helper class that provides a small promise polyfill
  95203. */
  95204. export class PromisePolyfill {
  95205. /**
  95206. * Static function used to check if the polyfill is required
  95207. * If this is the case then the function will inject the polyfill to window.Promise
  95208. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95209. */
  95210. static Apply(force?: boolean): void;
  95211. }
  95212. }
  95213. declare module BABYLON {
  95214. interface IColor4Like {
  95215. r: float;
  95216. g: float;
  95217. b: float;
  95218. a: float;
  95219. }
  95220. /**
  95221. * Class containing a set of static utilities functions
  95222. */
  95223. export class Tools {
  95224. /**
  95225. * Gets or sets the base URL to use to load assets
  95226. */
  95227. static BaseUrl: string;
  95228. /**
  95229. * Enable/Disable Custom HTTP Request Headers globally.
  95230. * default = false
  95231. * @see CustomRequestHeaders
  95232. */
  95233. static UseCustomRequestHeaders: boolean;
  95234. /**
  95235. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95236. * i.e. when loading files, where the server/service expects an Authorization header
  95237. */
  95238. static CustomRequestHeaders: {
  95239. [key: string]: string;
  95240. };
  95241. /**
  95242. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95243. */
  95244. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95245. /**
  95246. * Default behaviour for cors in the application.
  95247. * It can be a string if the expected behavior is identical in the entire app.
  95248. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95249. */
  95250. static CorsBehavior: string | ((url: string | string[]) => string);
  95251. /**
  95252. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95253. * @ignorenaming
  95254. */
  95255. static UseFallbackTexture: boolean;
  95256. /**
  95257. * Use this object to register external classes like custom textures or material
  95258. * to allow the laoders to instantiate them
  95259. */
  95260. static RegisteredExternalClasses: {
  95261. [key: string]: Object;
  95262. };
  95263. /**
  95264. * Texture content used if a texture cannot loaded
  95265. * @ignorenaming
  95266. */
  95267. static fallbackTexture: string;
  95268. /**
  95269. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95270. * @param u defines the coordinate on X axis
  95271. * @param v defines the coordinate on Y axis
  95272. * @param width defines the width of the source data
  95273. * @param height defines the height of the source data
  95274. * @param pixels defines the source byte array
  95275. * @param color defines the output color
  95276. */
  95277. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95278. /**
  95279. * Interpolates between a and b via alpha
  95280. * @param a The lower value (returned when alpha = 0)
  95281. * @param b The upper value (returned when alpha = 1)
  95282. * @param alpha The interpolation-factor
  95283. * @return The mixed value
  95284. */
  95285. static Mix(a: number, b: number, alpha: number): number;
  95286. /**
  95287. * Tries to instantiate a new object from a given class name
  95288. * @param className defines the class name to instantiate
  95289. * @returns the new object or null if the system was not able to do the instantiation
  95290. */
  95291. static Instantiate(className: string): any;
  95292. /**
  95293. * Provides a slice function that will work even on IE
  95294. * @param data defines the array to slice
  95295. * @param start defines the start of the data (optional)
  95296. * @param end defines the end of the data (optional)
  95297. * @returns the new sliced array
  95298. */
  95299. static Slice<T>(data: T, start?: number, end?: number): T;
  95300. /**
  95301. * Polyfill for setImmediate
  95302. * @param action defines the action to execute after the current execution block
  95303. */
  95304. static SetImmediate(action: () => void): void;
  95305. /**
  95306. * Function indicating if a number is an exponent of 2
  95307. * @param value defines the value to test
  95308. * @returns true if the value is an exponent of 2
  95309. */
  95310. static IsExponentOfTwo(value: number): boolean;
  95311. private static _tmpFloatArray;
  95312. /**
  95313. * Returns the nearest 32-bit single precision float representation of a Number
  95314. * @param value A Number. If the parameter is of a different type, it will get converted
  95315. * to a number or to NaN if it cannot be converted
  95316. * @returns number
  95317. */
  95318. static FloatRound(value: number): number;
  95319. /**
  95320. * Extracts the filename from a path
  95321. * @param path defines the path to use
  95322. * @returns the filename
  95323. */
  95324. static GetFilename(path: string): string;
  95325. /**
  95326. * Extracts the "folder" part of a path (everything before the filename).
  95327. * @param uri The URI to extract the info from
  95328. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95329. * @returns The "folder" part of the path
  95330. */
  95331. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95332. /**
  95333. * Extracts text content from a DOM element hierarchy
  95334. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95335. */
  95336. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95337. /**
  95338. * Convert an angle in radians to degrees
  95339. * @param angle defines the angle to convert
  95340. * @returns the angle in degrees
  95341. */
  95342. static ToDegrees(angle: number): number;
  95343. /**
  95344. * Convert an angle in degrees to radians
  95345. * @param angle defines the angle to convert
  95346. * @returns the angle in radians
  95347. */
  95348. static ToRadians(angle: number): number;
  95349. /**
  95350. * Encode a buffer to a base64 string
  95351. * @param buffer defines the buffer to encode
  95352. * @returns the encoded string
  95353. */
  95354. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95355. /**
  95356. * Returns an array if obj is not an array
  95357. * @param obj defines the object to evaluate as an array
  95358. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95359. * @returns either obj directly if obj is an array or a new array containing obj
  95360. */
  95361. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95362. /**
  95363. * Gets the pointer prefix to use
  95364. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95365. */
  95366. static GetPointerPrefix(): string;
  95367. /**
  95368. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95369. * @param url define the url we are trying
  95370. * @param element define the dom element where to configure the cors policy
  95371. */
  95372. static SetCorsBehavior(url: string | string[], element: {
  95373. crossOrigin: string | null;
  95374. }): void;
  95375. /**
  95376. * Removes unwanted characters from an url
  95377. * @param url defines the url to clean
  95378. * @returns the cleaned url
  95379. */
  95380. static CleanUrl(url: string): string;
  95381. /**
  95382. * Gets or sets a function used to pre-process url before using them to load assets
  95383. */
  95384. static PreprocessUrl: (url: string) => string;
  95385. /**
  95386. * Loads an image as an HTMLImageElement.
  95387. * @param input url string, ArrayBuffer, or Blob to load
  95388. * @param onLoad callback called when the image successfully loads
  95389. * @param onError callback called when the image fails to load
  95390. * @param offlineProvider offline provider for caching
  95391. * @returns the HTMLImageElement of the loaded image
  95392. */
  95393. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95394. /**
  95395. * Loads a file
  95396. * @param url url string, ArrayBuffer, or Blob to load
  95397. * @param onSuccess callback called when the file successfully loads
  95398. * @param onProgress callback called while file is loading (if the server supports this mode)
  95399. * @param offlineProvider defines the offline provider for caching
  95400. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95401. * @param onError callback called when the file fails to load
  95402. * @returns a file request object
  95403. */
  95404. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  95405. /**
  95406. * Loads a file from a url
  95407. * @param url the file url to load
  95408. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95409. */
  95410. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95411. /**
  95412. * Load a script (identified by an url). When the url returns, the
  95413. * content of this file is added into a new script element, attached to the DOM (body element)
  95414. * @param scriptUrl defines the url of the script to laod
  95415. * @param onSuccess defines the callback called when the script is loaded
  95416. * @param onError defines the callback to call if an error occurs
  95417. * @param scriptId defines the id of the script element
  95418. */
  95419. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95420. /**
  95421. * Load an asynchronous script (identified by an url). When the url returns, the
  95422. * content of this file is added into a new script element, attached to the DOM (body element)
  95423. * @param scriptUrl defines the url of the script to laod
  95424. * @param scriptId defines the id of the script element
  95425. * @returns a promise request object
  95426. */
  95427. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95428. /**
  95429. * Loads a file from a blob
  95430. * @param fileToLoad defines the blob to use
  95431. * @param callback defines the callback to call when data is loaded
  95432. * @param progressCallback defines the callback to call during loading process
  95433. * @returns a file request object
  95434. */
  95435. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95436. /**
  95437. * Loads a file
  95438. * @param fileToLoad defines the file to load
  95439. * @param callback defines the callback to call when data is loaded
  95440. * @param progressCallBack defines the callback to call during loading process
  95441. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95442. * @returns a file request object
  95443. */
  95444. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95445. /**
  95446. * Creates a data url from a given string content
  95447. * @param content defines the content to convert
  95448. * @returns the new data url link
  95449. */
  95450. static FileAsURL(content: string): string;
  95451. /**
  95452. * Format the given number to a specific decimal format
  95453. * @param value defines the number to format
  95454. * @param decimals defines the number of decimals to use
  95455. * @returns the formatted string
  95456. */
  95457. static Format(value: number, decimals?: number): string;
  95458. /**
  95459. * Tries to copy an object by duplicating every property
  95460. * @param source defines the source object
  95461. * @param destination defines the target object
  95462. * @param doNotCopyList defines a list of properties to avoid
  95463. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95464. */
  95465. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95466. /**
  95467. * Gets a boolean indicating if the given object has no own property
  95468. * @param obj defines the object to test
  95469. * @returns true if object has no own property
  95470. */
  95471. static IsEmpty(obj: any): boolean;
  95472. /**
  95473. * Function used to register events at window level
  95474. * @param events defines the events to register
  95475. */
  95476. static RegisterTopRootEvents(events: {
  95477. name: string;
  95478. handler: Nullable<(e: FocusEvent) => any>;
  95479. }[]): void;
  95480. /**
  95481. * Function used to unregister events from window level
  95482. * @param events defines the events to unregister
  95483. */
  95484. static UnregisterTopRootEvents(events: {
  95485. name: string;
  95486. handler: Nullable<(e: FocusEvent) => any>;
  95487. }[]): void;
  95488. /**
  95489. * @ignore
  95490. */
  95491. static _ScreenshotCanvas: HTMLCanvasElement;
  95492. /**
  95493. * Dumps the current bound framebuffer
  95494. * @param width defines the rendering width
  95495. * @param height defines the rendering height
  95496. * @param engine defines the hosting engine
  95497. * @param successCallback defines the callback triggered once the data are available
  95498. * @param mimeType defines the mime type of the result
  95499. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95500. */
  95501. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95502. /**
  95503. * Converts the canvas data to blob.
  95504. * This acts as a polyfill for browsers not supporting the to blob function.
  95505. * @param canvas Defines the canvas to extract the data from
  95506. * @param successCallback Defines the callback triggered once the data are available
  95507. * @param mimeType Defines the mime type of the result
  95508. */
  95509. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95510. /**
  95511. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95512. * @param successCallback defines the callback triggered once the data are available
  95513. * @param mimeType defines the mime type of the result
  95514. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95515. */
  95516. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95517. /**
  95518. * Downloads a blob in the browser
  95519. * @param blob defines the blob to download
  95520. * @param fileName defines the name of the downloaded file
  95521. */
  95522. static Download(blob: Blob, fileName: string): void;
  95523. /**
  95524. * Captures a screenshot of the current rendering
  95525. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95526. * @param engine defines the rendering engine
  95527. * @param camera defines the source camera
  95528. * @param size This parameter can be set to a single number or to an object with the
  95529. * following (optional) properties: precision, width, height. If a single number is passed,
  95530. * it will be used for both width and height. If an object is passed, the screenshot size
  95531. * will be derived from the parameters. The precision property is a multiplier allowing
  95532. * rendering at a higher or lower resolution
  95533. * @param successCallback defines the callback receives a single parameter which contains the
  95534. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95535. * src parameter of an <img> to display it
  95536. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95537. * Check your browser for supported MIME types
  95538. */
  95539. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95540. /**
  95541. * Generates an image screenshot from the specified camera.
  95542. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95543. * @param engine The engine to use for rendering
  95544. * @param camera The camera to use for rendering
  95545. * @param size This parameter can be set to a single number or to an object with the
  95546. * following (optional) properties: precision, width, height. If a single number is passed,
  95547. * it will be used for both width and height. If an object is passed, the screenshot size
  95548. * will be derived from the parameters. The precision property is a multiplier allowing
  95549. * rendering at a higher or lower resolution
  95550. * @param successCallback The callback receives a single parameter which contains the
  95551. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95552. * src parameter of an <img> to display it
  95553. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95554. * Check your browser for supported MIME types
  95555. * @param samples Texture samples (default: 1)
  95556. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95557. * @param fileName A name for for the downloaded file.
  95558. */
  95559. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95560. /**
  95561. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95562. * Be aware Math.random() could cause collisions, but:
  95563. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  95564. * @returns a pseudo random id
  95565. */
  95566. static RandomId(): string;
  95567. /**
  95568. * Test if the given uri is a base64 string
  95569. * @param uri The uri to test
  95570. * @return True if the uri is a base64 string or false otherwise
  95571. */
  95572. static IsBase64(uri: string): boolean;
  95573. /**
  95574. * Decode the given base64 uri.
  95575. * @param uri The uri to decode
  95576. * @return The decoded base64 data.
  95577. */
  95578. static DecodeBase64(uri: string): ArrayBuffer;
  95579. /**
  95580. * Gets the absolute url.
  95581. * @param url the input url
  95582. * @return the absolute url
  95583. */
  95584. static GetAbsoluteUrl(url: string): string;
  95585. /**
  95586. * No log
  95587. */
  95588. static readonly NoneLogLevel: number;
  95589. /**
  95590. * Only message logs
  95591. */
  95592. static readonly MessageLogLevel: number;
  95593. /**
  95594. * Only warning logs
  95595. */
  95596. static readonly WarningLogLevel: number;
  95597. /**
  95598. * Only error logs
  95599. */
  95600. static readonly ErrorLogLevel: number;
  95601. /**
  95602. * All logs
  95603. */
  95604. static readonly AllLogLevel: number;
  95605. /**
  95606. * Gets a value indicating the number of loading errors
  95607. * @ignorenaming
  95608. */
  95609. static readonly errorsCount: number;
  95610. /**
  95611. * Callback called when a new log is added
  95612. */
  95613. static OnNewCacheEntry: (entry: string) => void;
  95614. /**
  95615. * Log a message to the console
  95616. * @param message defines the message to log
  95617. */
  95618. static Log(message: string): void;
  95619. /**
  95620. * Write a warning message to the console
  95621. * @param message defines the message to log
  95622. */
  95623. static Warn(message: string): void;
  95624. /**
  95625. * Write an error message to the console
  95626. * @param message defines the message to log
  95627. */
  95628. static Error(message: string): void;
  95629. /**
  95630. * Gets current log cache (list of logs)
  95631. */
  95632. static readonly LogCache: string;
  95633. /**
  95634. * Clears the log cache
  95635. */
  95636. static ClearLogCache(): void;
  95637. /**
  95638. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95639. */
  95640. static LogLevels: number;
  95641. /**
  95642. * Checks if the window object exists
  95643. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95644. */
  95645. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95646. /**
  95647. * No performance log
  95648. */
  95649. static readonly PerformanceNoneLogLevel: number;
  95650. /**
  95651. * Use user marks to log performance
  95652. */
  95653. static readonly PerformanceUserMarkLogLevel: number;
  95654. /**
  95655. * Log performance to the console
  95656. */
  95657. static readonly PerformanceConsoleLogLevel: number;
  95658. private static _performance;
  95659. /**
  95660. * Sets the current performance log level
  95661. */
  95662. static PerformanceLogLevel: number;
  95663. private static _StartPerformanceCounterDisabled;
  95664. private static _EndPerformanceCounterDisabled;
  95665. private static _StartUserMark;
  95666. private static _EndUserMark;
  95667. private static _StartPerformanceConsole;
  95668. private static _EndPerformanceConsole;
  95669. /**
  95670. * Starts a performance counter
  95671. */
  95672. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95673. /**
  95674. * Ends a specific performance coutner
  95675. */
  95676. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95677. /**
  95678. * Gets either window.performance.now() if supported or Date.now() else
  95679. */
  95680. static readonly Now: number;
  95681. /**
  95682. * This method will return the name of the class used to create the instance of the given object.
  95683. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95684. * @param object the object to get the class name from
  95685. * @param isType defines if the object is actually a type
  95686. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95687. */
  95688. static GetClassName(object: any, isType?: boolean): string;
  95689. /**
  95690. * Gets the first element of an array satisfying a given predicate
  95691. * @param array defines the array to browse
  95692. * @param predicate defines the predicate to use
  95693. * @returns null if not found or the element
  95694. */
  95695. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95696. /**
  95697. * This method will return the name of the full name of the class, including its owning module (if any).
  95698. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  95699. * @param object the object to get the class name from
  95700. * @param isType defines if the object is actually a type
  95701. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  95702. * @ignorenaming
  95703. */
  95704. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  95705. /**
  95706. * Returns a promise that resolves after the given amount of time.
  95707. * @param delay Number of milliseconds to delay
  95708. * @returns Promise that resolves after the given amount of time
  95709. */
  95710. static DelayAsync(delay: number): Promise<void>;
  95711. }
  95712. /**
  95713. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  95714. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  95715. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  95716. * @param name The name of the class, case should be preserved
  95717. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  95718. */
  95719. export function className(name: string, module?: string): (target: Object) => void;
  95720. /**
  95721. * An implementation of a loop for asynchronous functions.
  95722. */
  95723. export class AsyncLoop {
  95724. /**
  95725. * Defines the number of iterations for the loop
  95726. */
  95727. iterations: number;
  95728. /**
  95729. * Defines the current index of the loop.
  95730. */
  95731. index: number;
  95732. private _done;
  95733. private _fn;
  95734. private _successCallback;
  95735. /**
  95736. * Constructor.
  95737. * @param iterations the number of iterations.
  95738. * @param func the function to run each iteration
  95739. * @param successCallback the callback that will be called upon succesful execution
  95740. * @param offset starting offset.
  95741. */
  95742. constructor(
  95743. /**
  95744. * Defines the number of iterations for the loop
  95745. */
  95746. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  95747. /**
  95748. * Execute the next iteration. Must be called after the last iteration was finished.
  95749. */
  95750. executeNext(): void;
  95751. /**
  95752. * Break the loop and run the success callback.
  95753. */
  95754. breakLoop(): void;
  95755. /**
  95756. * Create and run an async loop.
  95757. * @param iterations the number of iterations.
  95758. * @param fn the function to run each iteration
  95759. * @param successCallback the callback that will be called upon succesful execution
  95760. * @param offset starting offset.
  95761. * @returns the created async loop object
  95762. */
  95763. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  95764. /**
  95765. * A for-loop that will run a given number of iterations synchronous and the rest async.
  95766. * @param iterations total number of iterations
  95767. * @param syncedIterations number of synchronous iterations in each async iteration.
  95768. * @param fn the function to call each iteration.
  95769. * @param callback a success call back that will be called when iterating stops.
  95770. * @param breakFunction a break condition (optional)
  95771. * @param timeout timeout settings for the setTimeout function. default - 0.
  95772. * @returns the created async loop object
  95773. */
  95774. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  95775. }
  95776. }
  95777. declare module BABYLON {
  95778. /** @hidden */
  95779. export interface ICollisionCoordinator {
  95780. createCollider(): Collider;
  95781. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95782. init(scene: Scene): void;
  95783. }
  95784. /** @hidden */
  95785. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  95786. private _scene;
  95787. private _scaledPosition;
  95788. private _scaledVelocity;
  95789. private _finalPosition;
  95790. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  95791. createCollider(): Collider;
  95792. init(scene: Scene): void;
  95793. private _collideWithWorld;
  95794. }
  95795. }
  95796. declare module BABYLON {
  95797. /**
  95798. * Class used to manage all inputs for the scene.
  95799. */
  95800. export class InputManager {
  95801. /** The distance in pixel that you have to move to prevent some events */
  95802. static DragMovementThreshold: number;
  95803. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  95804. static LongPressDelay: number;
  95805. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  95806. static DoubleClickDelay: number;
  95807. /** If you need to check double click without raising a single click at first click, enable this flag */
  95808. static ExclusiveDoubleClickMode: boolean;
  95809. private _wheelEventName;
  95810. private _onPointerMove;
  95811. private _onPointerDown;
  95812. private _onPointerUp;
  95813. private _initClickEvent;
  95814. private _initActionManager;
  95815. private _delayedSimpleClick;
  95816. private _delayedSimpleClickTimeout;
  95817. private _previousDelayedSimpleClickTimeout;
  95818. private _meshPickProceed;
  95819. private _previousButtonPressed;
  95820. private _currentPickResult;
  95821. private _previousPickResult;
  95822. private _totalPointersPressed;
  95823. private _doubleClickOccured;
  95824. private _pointerOverMesh;
  95825. private _pickedDownMesh;
  95826. private _pickedUpMesh;
  95827. private _pointerX;
  95828. private _pointerY;
  95829. private _unTranslatedPointerX;
  95830. private _unTranslatedPointerY;
  95831. private _startingPointerPosition;
  95832. private _previousStartingPointerPosition;
  95833. private _startingPointerTime;
  95834. private _previousStartingPointerTime;
  95835. private _pointerCaptures;
  95836. private _onKeyDown;
  95837. private _onKeyUp;
  95838. private _onCanvasFocusObserver;
  95839. private _onCanvasBlurObserver;
  95840. private _scene;
  95841. /**
  95842. * Creates a new InputManager
  95843. * @param scene defines the hosting scene
  95844. */
  95845. constructor(scene: Scene);
  95846. /**
  95847. * Gets the mesh that is currently under the pointer
  95848. */
  95849. readonly meshUnderPointer: Nullable<AbstractMesh>;
  95850. /**
  95851. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  95852. */
  95853. readonly unTranslatedPointer: Vector2;
  95854. /**
  95855. * Gets or sets the current on-screen X position of the pointer
  95856. */
  95857. pointerX: number;
  95858. /**
  95859. * Gets or sets the current on-screen Y position of the pointer
  95860. */
  95861. pointerY: number;
  95862. private _updatePointerPosition;
  95863. private _processPointerMove;
  95864. private _setRayOnPointerInfo;
  95865. private _checkPrePointerObservable;
  95866. /**
  95867. * Use this method to simulate a pointer move on a mesh
  95868. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95869. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95870. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95871. */
  95872. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95873. /**
  95874. * Use this method to simulate a pointer down on a mesh
  95875. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95876. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95877. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95878. */
  95879. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  95880. private _processPointerDown;
  95881. /** @hidden */
  95882. _isPointerSwiping(): boolean;
  95883. /**
  95884. * Use this method to simulate a pointer up on a mesh
  95885. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  95886. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  95887. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  95888. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  95889. */
  95890. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  95891. private _processPointerUp;
  95892. /**
  95893. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  95894. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  95895. * @returns true if the pointer was captured
  95896. */
  95897. isPointerCaptured(pointerId?: number): boolean;
  95898. /**
  95899. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  95900. * @param attachUp defines if you want to attach events to pointerup
  95901. * @param attachDown defines if you want to attach events to pointerdown
  95902. * @param attachMove defines if you want to attach events to pointermove
  95903. */
  95904. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  95905. /**
  95906. * Detaches all event handlers
  95907. */
  95908. detachControl(): void;
  95909. /**
  95910. * Force the value of meshUnderPointer
  95911. * @param mesh defines the mesh to use
  95912. */
  95913. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  95914. /**
  95915. * Gets the mesh under the pointer
  95916. * @returns a Mesh or null if no mesh is under the pointer
  95917. */
  95918. getPointerOverMesh(): Nullable<AbstractMesh>;
  95919. }
  95920. }
  95921. declare module BABYLON {
  95922. /**
  95923. * Helper class used to generate session unique ID
  95924. */
  95925. export class UniqueIdGenerator {
  95926. private static _UniqueIdCounter;
  95927. /**
  95928. * Gets an unique (relatively to the current scene) Id
  95929. */
  95930. static readonly UniqueId: number;
  95931. }
  95932. }
  95933. declare module BABYLON {
  95934. /**
  95935. * This class defines the direct association between an animation and a target
  95936. */
  95937. export class TargetedAnimation {
  95938. /**
  95939. * Animation to perform
  95940. */
  95941. animation: Animation;
  95942. /**
  95943. * Target to animate
  95944. */
  95945. target: any;
  95946. /**
  95947. * Serialize the object
  95948. * @returns the JSON object representing the current entity
  95949. */
  95950. serialize(): any;
  95951. }
  95952. /**
  95953. * Use this class to create coordinated animations on multiple targets
  95954. */
  95955. export class AnimationGroup implements IDisposable {
  95956. /** The name of the animation group */
  95957. name: string;
  95958. private _scene;
  95959. private _targetedAnimations;
  95960. private _animatables;
  95961. private _from;
  95962. private _to;
  95963. private _isStarted;
  95964. private _isPaused;
  95965. private _speedRatio;
  95966. private _loopAnimation;
  95967. /**
  95968. * Gets or sets the unique id of the node
  95969. */
  95970. uniqueId: number;
  95971. /**
  95972. * This observable will notify when one animation have ended
  95973. */
  95974. onAnimationEndObservable: Observable<TargetedAnimation>;
  95975. /**
  95976. * Observer raised when one animation loops
  95977. */
  95978. onAnimationLoopObservable: Observable<TargetedAnimation>;
  95979. /**
  95980. * This observable will notify when all animations have ended.
  95981. */
  95982. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  95983. /**
  95984. * This observable will notify when all animations have paused.
  95985. */
  95986. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  95987. /**
  95988. * This observable will notify when all animations are playing.
  95989. */
  95990. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  95991. /**
  95992. * Gets the first frame
  95993. */
  95994. readonly from: number;
  95995. /**
  95996. * Gets the last frame
  95997. */
  95998. readonly to: number;
  95999. /**
  96000. * Define if the animations are started
  96001. */
  96002. readonly isStarted: boolean;
  96003. /**
  96004. * Gets a value indicating that the current group is playing
  96005. */
  96006. readonly isPlaying: boolean;
  96007. /**
  96008. * Gets or sets the speed ratio to use for all animations
  96009. */
  96010. /**
  96011. * Gets or sets the speed ratio to use for all animations
  96012. */
  96013. speedRatio: number;
  96014. /**
  96015. * Gets or sets if all animations should loop or not
  96016. */
  96017. loopAnimation: boolean;
  96018. /**
  96019. * Gets the targeted animations for this animation group
  96020. */
  96021. readonly targetedAnimations: Array<TargetedAnimation>;
  96022. /**
  96023. * returning the list of animatables controlled by this animation group.
  96024. */
  96025. readonly animatables: Array<Animatable>;
  96026. /**
  96027. * Instantiates a new Animation Group.
  96028. * This helps managing several animations at once.
  96029. * @see http://doc.babylonjs.com/how_to/group
  96030. * @param name Defines the name of the group
  96031. * @param scene Defines the scene the group belongs to
  96032. */
  96033. constructor(
  96034. /** The name of the animation group */
  96035. name: string, scene?: Nullable<Scene>);
  96036. /**
  96037. * Add an animation (with its target) in the group
  96038. * @param animation defines the animation we want to add
  96039. * @param target defines the target of the animation
  96040. * @returns the TargetedAnimation object
  96041. */
  96042. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96043. /**
  96044. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96045. * It can add constant keys at begin or end
  96046. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96047. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96048. * @returns the animation group
  96049. */
  96050. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96051. /**
  96052. * Start all animations on given targets
  96053. * @param loop defines if animations must loop
  96054. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96055. * @param from defines the from key (optional)
  96056. * @param to defines the to key (optional)
  96057. * @returns the current animation group
  96058. */
  96059. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96060. /**
  96061. * Pause all animations
  96062. * @returns the animation group
  96063. */
  96064. pause(): AnimationGroup;
  96065. /**
  96066. * Play all animations to initial state
  96067. * This function will start() the animations if they were not started or will restart() them if they were paused
  96068. * @param loop defines if animations must loop
  96069. * @returns the animation group
  96070. */
  96071. play(loop?: boolean): AnimationGroup;
  96072. /**
  96073. * Reset all animations to initial state
  96074. * @returns the animation group
  96075. */
  96076. reset(): AnimationGroup;
  96077. /**
  96078. * Restart animations from key 0
  96079. * @returns the animation group
  96080. */
  96081. restart(): AnimationGroup;
  96082. /**
  96083. * Stop all animations
  96084. * @returns the animation group
  96085. */
  96086. stop(): AnimationGroup;
  96087. /**
  96088. * Set animation weight for all animatables
  96089. * @param weight defines the weight to use
  96090. * @return the animationGroup
  96091. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96092. */
  96093. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96094. /**
  96095. * Synchronize and normalize all animatables with a source animatable
  96096. * @param root defines the root animatable to synchronize with
  96097. * @return the animationGroup
  96098. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96099. */
  96100. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96101. /**
  96102. * Goes to a specific frame in this animation group
  96103. * @param frame the frame number to go to
  96104. * @return the animationGroup
  96105. */
  96106. goToFrame(frame: number): AnimationGroup;
  96107. /**
  96108. * Dispose all associated resources
  96109. */
  96110. dispose(): void;
  96111. private _checkAnimationGroupEnded;
  96112. /**
  96113. * Clone the current animation group and returns a copy
  96114. * @param newName defines the name of the new group
  96115. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96116. * @returns the new aniamtion group
  96117. */
  96118. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96119. /**
  96120. * Serializes the animationGroup to an object
  96121. * @returns Serialized object
  96122. */
  96123. serialize(): any;
  96124. /**
  96125. * Returns a new AnimationGroup object parsed from the source provided.
  96126. * @param parsedAnimationGroup defines the source
  96127. * @param scene defines the scene that will receive the animationGroup
  96128. * @returns a new AnimationGroup
  96129. */
  96130. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96131. /**
  96132. * Returns the string "AnimationGroup"
  96133. * @returns "AnimationGroup"
  96134. */
  96135. getClassName(): string;
  96136. /**
  96137. * Creates a detailled string about the object
  96138. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96139. * @returns a string representing the object
  96140. */
  96141. toString(fullDetails?: boolean): string;
  96142. }
  96143. }
  96144. declare module BABYLON {
  96145. /**
  96146. * Define an interface for all classes that will hold resources
  96147. */
  96148. export interface IDisposable {
  96149. /**
  96150. * Releases all held resources
  96151. */
  96152. dispose(): void;
  96153. }
  96154. /** Interface defining initialization parameters for Scene class */
  96155. export interface SceneOptions {
  96156. /**
  96157. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96158. * It will improve performance when the number of geometries becomes important.
  96159. */
  96160. useGeometryUniqueIdsMap?: boolean;
  96161. /**
  96162. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96163. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96164. */
  96165. useMaterialMeshMap?: boolean;
  96166. /**
  96167. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96168. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96169. */
  96170. useClonedMeshhMap?: boolean;
  96171. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96172. virtual?: boolean;
  96173. }
  96174. /**
  96175. * Represents a scene to be rendered by the engine.
  96176. * @see http://doc.babylonjs.com/features/scene
  96177. */
  96178. export class Scene extends AbstractScene implements IAnimatable {
  96179. /** The fog is deactivated */
  96180. static readonly FOGMODE_NONE: number;
  96181. /** The fog density is following an exponential function */
  96182. static readonly FOGMODE_EXP: number;
  96183. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96184. static readonly FOGMODE_EXP2: number;
  96185. /** The fog density is following a linear function. */
  96186. static readonly FOGMODE_LINEAR: number;
  96187. /**
  96188. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96189. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96190. */
  96191. static MinDeltaTime: number;
  96192. /**
  96193. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96194. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96195. */
  96196. static MaxDeltaTime: number;
  96197. /**
  96198. * Factory used to create the default material.
  96199. * @param name The name of the material to create
  96200. * @param scene The scene to create the material for
  96201. * @returns The default material
  96202. */
  96203. static DefaultMaterialFactory(scene: Scene): Material;
  96204. /**
  96205. * Factory used to create the a collision coordinator.
  96206. * @returns The collision coordinator
  96207. */
  96208. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96209. /** @hidden */
  96210. _inputManager: InputManager;
  96211. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96212. cameraToUseForPointers: Nullable<Camera>;
  96213. /** @hidden */
  96214. readonly _isScene: boolean;
  96215. /**
  96216. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96217. */
  96218. autoClear: boolean;
  96219. /**
  96220. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96221. */
  96222. autoClearDepthAndStencil: boolean;
  96223. /**
  96224. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96225. */
  96226. clearColor: Color4;
  96227. /**
  96228. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96229. */
  96230. ambientColor: Color3;
  96231. /**
  96232. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96233. * It should only be one of the following (if not the default embedded one):
  96234. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96235. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96236. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96237. * The material properties need to be setup according to the type of texture in use.
  96238. */
  96239. environmentBRDFTexture: BaseTexture;
  96240. /** @hidden */
  96241. protected _environmentTexture: Nullable<BaseTexture>;
  96242. /**
  96243. * Texture used in all pbr material as the reflection texture.
  96244. * As in the majority of the scene they are the same (exception for multi room and so on),
  96245. * this is easier to reference from here than from all the materials.
  96246. */
  96247. /**
  96248. * Texture used in all pbr material as the reflection texture.
  96249. * As in the majority of the scene they are the same (exception for multi room and so on),
  96250. * this is easier to set here than in all the materials.
  96251. */
  96252. environmentTexture: Nullable<BaseTexture>;
  96253. /** @hidden */
  96254. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96255. /**
  96256. * Default image processing configuration used either in the rendering
  96257. * Forward main pass or through the imageProcessingPostProcess if present.
  96258. * As in the majority of the scene they are the same (exception for multi camera),
  96259. * this is easier to reference from here than from all the materials and post process.
  96260. *
  96261. * No setter as we it is a shared configuration, you can set the values instead.
  96262. */
  96263. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96264. private _forceWireframe;
  96265. /**
  96266. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96267. */
  96268. forceWireframe: boolean;
  96269. private _forcePointsCloud;
  96270. /**
  96271. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96272. */
  96273. forcePointsCloud: boolean;
  96274. /**
  96275. * Gets or sets the active clipplane 1
  96276. */
  96277. clipPlane: Nullable<Plane>;
  96278. /**
  96279. * Gets or sets the active clipplane 2
  96280. */
  96281. clipPlane2: Nullable<Plane>;
  96282. /**
  96283. * Gets or sets the active clipplane 3
  96284. */
  96285. clipPlane3: Nullable<Plane>;
  96286. /**
  96287. * Gets or sets the active clipplane 4
  96288. */
  96289. clipPlane4: Nullable<Plane>;
  96290. /**
  96291. * Gets or sets a boolean indicating if animations are enabled
  96292. */
  96293. animationsEnabled: boolean;
  96294. private _animationPropertiesOverride;
  96295. /**
  96296. * Gets or sets the animation properties override
  96297. */
  96298. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96299. /**
  96300. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96301. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96302. */
  96303. useConstantAnimationDeltaTime: boolean;
  96304. /**
  96305. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96306. * Please note that it requires to run a ray cast through the scene on every frame
  96307. */
  96308. constantlyUpdateMeshUnderPointer: boolean;
  96309. /**
  96310. * Defines the HTML cursor to use when hovering over interactive elements
  96311. */
  96312. hoverCursor: string;
  96313. /**
  96314. * Defines the HTML default cursor to use (empty by default)
  96315. */
  96316. defaultCursor: string;
  96317. /**
  96318. * This is used to call preventDefault() on pointer down
  96319. * in order to block unwanted artifacts like system double clicks
  96320. */
  96321. preventDefaultOnPointerDown: boolean;
  96322. /**
  96323. * This is used to call preventDefault() on pointer up
  96324. * in order to block unwanted artifacts like system double clicks
  96325. */
  96326. preventDefaultOnPointerUp: boolean;
  96327. /**
  96328. * Gets or sets user defined metadata
  96329. */
  96330. metadata: any;
  96331. /**
  96332. * For internal use only. Please do not use.
  96333. */
  96334. reservedDataStore: any;
  96335. /**
  96336. * Gets the name of the plugin used to load this scene (null by default)
  96337. */
  96338. loadingPluginName: string;
  96339. /**
  96340. * Use this array to add regular expressions used to disable offline support for specific urls
  96341. */
  96342. disableOfflineSupportExceptionRules: RegExp[];
  96343. /**
  96344. * An event triggered when the scene is disposed.
  96345. */
  96346. onDisposeObservable: Observable<Scene>;
  96347. private _onDisposeObserver;
  96348. /** Sets a function to be executed when this scene is disposed. */
  96349. onDispose: () => void;
  96350. /**
  96351. * An event triggered before rendering the scene (right after animations and physics)
  96352. */
  96353. onBeforeRenderObservable: Observable<Scene>;
  96354. private _onBeforeRenderObserver;
  96355. /** Sets a function to be executed before rendering this scene */
  96356. beforeRender: Nullable<() => void>;
  96357. /**
  96358. * An event triggered after rendering the scene
  96359. */
  96360. onAfterRenderObservable: Observable<Scene>;
  96361. /**
  96362. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96363. */
  96364. onAfterRenderCameraObservable: Observable<Camera>;
  96365. private _onAfterRenderObserver;
  96366. /** Sets a function to be executed after rendering this scene */
  96367. afterRender: Nullable<() => void>;
  96368. /**
  96369. * An event triggered before animating the scene
  96370. */
  96371. onBeforeAnimationsObservable: Observable<Scene>;
  96372. /**
  96373. * An event triggered after animations processing
  96374. */
  96375. onAfterAnimationsObservable: Observable<Scene>;
  96376. /**
  96377. * An event triggered before draw calls are ready to be sent
  96378. */
  96379. onBeforeDrawPhaseObservable: Observable<Scene>;
  96380. /**
  96381. * An event triggered after draw calls have been sent
  96382. */
  96383. onAfterDrawPhaseObservable: Observable<Scene>;
  96384. /**
  96385. * An event triggered when the scene is ready
  96386. */
  96387. onReadyObservable: Observable<Scene>;
  96388. /**
  96389. * An event triggered before rendering a camera
  96390. */
  96391. onBeforeCameraRenderObservable: Observable<Camera>;
  96392. private _onBeforeCameraRenderObserver;
  96393. /** Sets a function to be executed before rendering a camera*/
  96394. beforeCameraRender: () => void;
  96395. /**
  96396. * An event triggered after rendering a camera
  96397. */
  96398. onAfterCameraRenderObservable: Observable<Camera>;
  96399. private _onAfterCameraRenderObserver;
  96400. /** Sets a function to be executed after rendering a camera*/
  96401. afterCameraRender: () => void;
  96402. /**
  96403. * An event triggered when active meshes evaluation is about to start
  96404. */
  96405. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96406. /**
  96407. * An event triggered when active meshes evaluation is done
  96408. */
  96409. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96410. /**
  96411. * An event triggered when particles rendering is about to start
  96412. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96413. */
  96414. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96415. /**
  96416. * An event triggered when particles rendering is done
  96417. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96418. */
  96419. onAfterParticlesRenderingObservable: Observable<Scene>;
  96420. /**
  96421. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96422. */
  96423. onDataLoadedObservable: Observable<Scene>;
  96424. /**
  96425. * An event triggered when a camera is created
  96426. */
  96427. onNewCameraAddedObservable: Observable<Camera>;
  96428. /**
  96429. * An event triggered when a camera is removed
  96430. */
  96431. onCameraRemovedObservable: Observable<Camera>;
  96432. /**
  96433. * An event triggered when a light is created
  96434. */
  96435. onNewLightAddedObservable: Observable<Light>;
  96436. /**
  96437. * An event triggered when a light is removed
  96438. */
  96439. onLightRemovedObservable: Observable<Light>;
  96440. /**
  96441. * An event triggered when a geometry is created
  96442. */
  96443. onNewGeometryAddedObservable: Observable<Geometry>;
  96444. /**
  96445. * An event triggered when a geometry is removed
  96446. */
  96447. onGeometryRemovedObservable: Observable<Geometry>;
  96448. /**
  96449. * An event triggered when a transform node is created
  96450. */
  96451. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96452. /**
  96453. * An event triggered when a transform node is removed
  96454. */
  96455. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96456. /**
  96457. * An event triggered when a mesh is created
  96458. */
  96459. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96460. /**
  96461. * An event triggered when a mesh is removed
  96462. */
  96463. onMeshRemovedObservable: Observable<AbstractMesh>;
  96464. /**
  96465. * An event triggered when a skeleton is created
  96466. */
  96467. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96468. /**
  96469. * An event triggered when a skeleton is removed
  96470. */
  96471. onSkeletonRemovedObservable: Observable<Skeleton>;
  96472. /**
  96473. * An event triggered when a material is created
  96474. */
  96475. onNewMaterialAddedObservable: Observable<Material>;
  96476. /**
  96477. * An event triggered when a material is removed
  96478. */
  96479. onMaterialRemovedObservable: Observable<Material>;
  96480. /**
  96481. * An event triggered when a texture is created
  96482. */
  96483. onNewTextureAddedObservable: Observable<BaseTexture>;
  96484. /**
  96485. * An event triggered when a texture is removed
  96486. */
  96487. onTextureRemovedObservable: Observable<BaseTexture>;
  96488. /**
  96489. * An event triggered when render targets are about to be rendered
  96490. * Can happen multiple times per frame.
  96491. */
  96492. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96493. /**
  96494. * An event triggered when render targets were rendered.
  96495. * Can happen multiple times per frame.
  96496. */
  96497. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96498. /**
  96499. * An event triggered before calculating deterministic simulation step
  96500. */
  96501. onBeforeStepObservable: Observable<Scene>;
  96502. /**
  96503. * An event triggered after calculating deterministic simulation step
  96504. */
  96505. onAfterStepObservable: Observable<Scene>;
  96506. /**
  96507. * An event triggered when the activeCamera property is updated
  96508. */
  96509. onActiveCameraChanged: Observable<Scene>;
  96510. /**
  96511. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96512. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96513. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  96514. */
  96515. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96516. /**
  96517. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96518. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96519. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  96520. */
  96521. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96522. /**
  96523. * This Observable will when a mesh has been imported into the scene.
  96524. */
  96525. onMeshImportedObservable: Observable<AbstractMesh>;
  96526. /**
  96527. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96528. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96529. */
  96530. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96531. /** @hidden */
  96532. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96533. /**
  96534. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96535. */
  96536. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96537. /**
  96538. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96539. */
  96540. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96541. /**
  96542. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96543. */
  96544. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96545. /** Callback called when a pointer move is detected */
  96546. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96547. /** Callback called when a pointer down is detected */
  96548. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96549. /** Callback called when a pointer up is detected */
  96550. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96551. /** Callback called when a pointer pick is detected */
  96552. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96553. /**
  96554. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  96555. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96556. */
  96557. onPrePointerObservable: Observable<PointerInfoPre>;
  96558. /**
  96559. * Observable event triggered each time an input event is received from the rendering canvas
  96560. */
  96561. onPointerObservable: Observable<PointerInfo>;
  96562. /**
  96563. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96564. */
  96565. readonly unTranslatedPointer: Vector2;
  96566. /**
  96567. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96568. */
  96569. static DragMovementThreshold: number;
  96570. /**
  96571. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96572. */
  96573. static LongPressDelay: number;
  96574. /**
  96575. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96576. */
  96577. static DoubleClickDelay: number;
  96578. /** If you need to check double click without raising a single click at first click, enable this flag */
  96579. static ExclusiveDoubleClickMode: boolean;
  96580. /** @hidden */
  96581. _mirroredCameraPosition: Nullable<Vector3>;
  96582. /**
  96583. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96584. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96585. */
  96586. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96587. /**
  96588. * Observable event triggered each time an keyboard event is received from the hosting window
  96589. */
  96590. onKeyboardObservable: Observable<KeyboardInfo>;
  96591. private _useRightHandedSystem;
  96592. /**
  96593. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96594. */
  96595. useRightHandedSystem: boolean;
  96596. private _timeAccumulator;
  96597. private _currentStepId;
  96598. private _currentInternalStep;
  96599. /**
  96600. * Sets the step Id used by deterministic lock step
  96601. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96602. * @param newStepId defines the step Id
  96603. */
  96604. setStepId(newStepId: number): void;
  96605. /**
  96606. * Gets the step Id used by deterministic lock step
  96607. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96608. * @returns the step Id
  96609. */
  96610. getStepId(): number;
  96611. /**
  96612. * Gets the internal step used by deterministic lock step
  96613. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96614. * @returns the internal step
  96615. */
  96616. getInternalStep(): number;
  96617. private _fogEnabled;
  96618. /**
  96619. * Gets or sets a boolean indicating if fog is enabled on this scene
  96620. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96621. * (Default is true)
  96622. */
  96623. fogEnabled: boolean;
  96624. private _fogMode;
  96625. /**
  96626. * Gets or sets the fog mode to use
  96627. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96628. * | mode | value |
  96629. * | --- | --- |
  96630. * | FOGMODE_NONE | 0 |
  96631. * | FOGMODE_EXP | 1 |
  96632. * | FOGMODE_EXP2 | 2 |
  96633. * | FOGMODE_LINEAR | 3 |
  96634. */
  96635. fogMode: number;
  96636. /**
  96637. * Gets or sets the fog color to use
  96638. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96639. * (Default is Color3(0.2, 0.2, 0.3))
  96640. */
  96641. fogColor: Color3;
  96642. /**
  96643. * Gets or sets the fog density to use
  96644. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96645. * (Default is 0.1)
  96646. */
  96647. fogDensity: number;
  96648. /**
  96649. * Gets or sets the fog start distance to use
  96650. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96651. * (Default is 0)
  96652. */
  96653. fogStart: number;
  96654. /**
  96655. * Gets or sets the fog end distance to use
  96656. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96657. * (Default is 1000)
  96658. */
  96659. fogEnd: number;
  96660. private _shadowsEnabled;
  96661. /**
  96662. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96663. */
  96664. shadowsEnabled: boolean;
  96665. private _lightsEnabled;
  96666. /**
  96667. * Gets or sets a boolean indicating if lights are enabled on this scene
  96668. */
  96669. lightsEnabled: boolean;
  96670. /** All of the active cameras added to this scene. */
  96671. activeCameras: Camera[];
  96672. /** @hidden */
  96673. _activeCamera: Nullable<Camera>;
  96674. /** Gets or sets the current active camera */
  96675. activeCamera: Nullable<Camera>;
  96676. private _defaultMaterial;
  96677. /** The default material used on meshes when no material is affected */
  96678. /** The default material used on meshes when no material is affected */
  96679. defaultMaterial: Material;
  96680. private _texturesEnabled;
  96681. /**
  96682. * Gets or sets a boolean indicating if textures are enabled on this scene
  96683. */
  96684. texturesEnabled: boolean;
  96685. /**
  96686. * Gets or sets a boolean indicating if particles are enabled on this scene
  96687. */
  96688. particlesEnabled: boolean;
  96689. /**
  96690. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96691. */
  96692. spritesEnabled: boolean;
  96693. private _skeletonsEnabled;
  96694. /**
  96695. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96696. */
  96697. skeletonsEnabled: boolean;
  96698. /**
  96699. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96700. */
  96701. lensFlaresEnabled: boolean;
  96702. /**
  96703. * Gets or sets a boolean indicating if collisions are enabled on this scene
  96704. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96705. */
  96706. collisionsEnabled: boolean;
  96707. private _collisionCoordinator;
  96708. /** @hidden */
  96709. readonly collisionCoordinator: ICollisionCoordinator;
  96710. /**
  96711. * Defines the gravity applied to this scene (used only for collisions)
  96712. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  96713. */
  96714. gravity: Vector3;
  96715. /**
  96716. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  96717. */
  96718. postProcessesEnabled: boolean;
  96719. /**
  96720. * The list of postprocesses added to the scene
  96721. */
  96722. postProcesses: PostProcess[];
  96723. /**
  96724. * Gets the current postprocess manager
  96725. */
  96726. postProcessManager: PostProcessManager;
  96727. /**
  96728. * Gets or sets a boolean indicating if render targets are enabled on this scene
  96729. */
  96730. renderTargetsEnabled: boolean;
  96731. /**
  96732. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  96733. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  96734. */
  96735. dumpNextRenderTargets: boolean;
  96736. /**
  96737. * The list of user defined render targets added to the scene
  96738. */
  96739. customRenderTargets: RenderTargetTexture[];
  96740. /**
  96741. * Defines if texture loading must be delayed
  96742. * If true, textures will only be loaded when they need to be rendered
  96743. */
  96744. useDelayedTextureLoading: boolean;
  96745. /**
  96746. * Gets the list of meshes imported to the scene through SceneLoader
  96747. */
  96748. importedMeshesFiles: String[];
  96749. /**
  96750. * Gets or sets a boolean indicating if probes are enabled on this scene
  96751. */
  96752. probesEnabled: boolean;
  96753. /**
  96754. * Gets or sets the current offline provider to use to store scene data
  96755. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  96756. */
  96757. offlineProvider: IOfflineProvider;
  96758. /**
  96759. * Gets or sets the action manager associated with the scene
  96760. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  96761. */
  96762. actionManager: AbstractActionManager;
  96763. private _meshesForIntersections;
  96764. /**
  96765. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  96766. */
  96767. proceduralTexturesEnabled: boolean;
  96768. private _engine;
  96769. private _totalVertices;
  96770. /** @hidden */
  96771. _activeIndices: PerfCounter;
  96772. /** @hidden */
  96773. _activeParticles: PerfCounter;
  96774. /** @hidden */
  96775. _activeBones: PerfCounter;
  96776. private _animationRatio;
  96777. /** @hidden */
  96778. _animationTimeLast: number;
  96779. /** @hidden */
  96780. _animationTime: number;
  96781. /**
  96782. * Gets or sets a general scale for animation speed
  96783. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  96784. */
  96785. animationTimeScale: number;
  96786. /** @hidden */
  96787. _cachedMaterial: Nullable<Material>;
  96788. /** @hidden */
  96789. _cachedEffect: Nullable<Effect>;
  96790. /** @hidden */
  96791. _cachedVisibility: Nullable<number>;
  96792. private _renderId;
  96793. private _frameId;
  96794. private _executeWhenReadyTimeoutId;
  96795. private _intermediateRendering;
  96796. private _viewUpdateFlag;
  96797. private _projectionUpdateFlag;
  96798. /** @hidden */
  96799. _toBeDisposed: Nullable<IDisposable>[];
  96800. private _activeRequests;
  96801. /** @hidden */
  96802. _pendingData: any[];
  96803. private _isDisposed;
  96804. /**
  96805. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  96806. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  96807. */
  96808. dispatchAllSubMeshesOfActiveMeshes: boolean;
  96809. private _activeMeshes;
  96810. private _processedMaterials;
  96811. private _renderTargets;
  96812. /** @hidden */
  96813. _activeParticleSystems: SmartArray<IParticleSystem>;
  96814. private _activeSkeletons;
  96815. private _softwareSkinnedMeshes;
  96816. private _renderingManager;
  96817. /** @hidden */
  96818. _activeAnimatables: Animatable[];
  96819. private _transformMatrix;
  96820. private _sceneUbo;
  96821. /** @hidden */
  96822. _viewMatrix: Matrix;
  96823. private _projectionMatrix;
  96824. /** @hidden */
  96825. _forcedViewPosition: Nullable<Vector3>;
  96826. /** @hidden */
  96827. _frustumPlanes: Plane[];
  96828. /**
  96829. * Gets the list of frustum planes (built from the active camera)
  96830. */
  96831. readonly frustumPlanes: Plane[];
  96832. /**
  96833. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  96834. * This is useful if there are more lights that the maximum simulteanous authorized
  96835. */
  96836. requireLightSorting: boolean;
  96837. /** @hidden */
  96838. readonly useMaterialMeshMap: boolean;
  96839. /** @hidden */
  96840. readonly useClonedMeshhMap: boolean;
  96841. private _externalData;
  96842. private _uid;
  96843. /**
  96844. * @hidden
  96845. * Backing store of defined scene components.
  96846. */
  96847. _components: ISceneComponent[];
  96848. /**
  96849. * @hidden
  96850. * Backing store of defined scene components.
  96851. */
  96852. _serializableComponents: ISceneSerializableComponent[];
  96853. /**
  96854. * List of components to register on the next registration step.
  96855. */
  96856. private _transientComponents;
  96857. /**
  96858. * Registers the transient components if needed.
  96859. */
  96860. private _registerTransientComponents;
  96861. /**
  96862. * @hidden
  96863. * Add a component to the scene.
  96864. * Note that the ccomponent could be registered on th next frame if this is called after
  96865. * the register component stage.
  96866. * @param component Defines the component to add to the scene
  96867. */
  96868. _addComponent(component: ISceneComponent): void;
  96869. /**
  96870. * @hidden
  96871. * Gets a component from the scene.
  96872. * @param name defines the name of the component to retrieve
  96873. * @returns the component or null if not present
  96874. */
  96875. _getComponent(name: string): Nullable<ISceneComponent>;
  96876. /**
  96877. * @hidden
  96878. * Defines the actions happening before camera updates.
  96879. */
  96880. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  96881. /**
  96882. * @hidden
  96883. * Defines the actions happening before clear the canvas.
  96884. */
  96885. _beforeClearStage: Stage<SimpleStageAction>;
  96886. /**
  96887. * @hidden
  96888. * Defines the actions when collecting render targets for the frame.
  96889. */
  96890. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96891. /**
  96892. * @hidden
  96893. * Defines the actions happening for one camera in the frame.
  96894. */
  96895. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  96896. /**
  96897. * @hidden
  96898. * Defines the actions happening during the per mesh ready checks.
  96899. */
  96900. _isReadyForMeshStage: Stage<MeshStageAction>;
  96901. /**
  96902. * @hidden
  96903. * Defines the actions happening before evaluate active mesh checks.
  96904. */
  96905. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  96906. /**
  96907. * @hidden
  96908. * Defines the actions happening during the evaluate sub mesh checks.
  96909. */
  96910. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  96911. /**
  96912. * @hidden
  96913. * Defines the actions happening during the active mesh stage.
  96914. */
  96915. _activeMeshStage: Stage<ActiveMeshStageAction>;
  96916. /**
  96917. * @hidden
  96918. * Defines the actions happening during the per camera render target step.
  96919. */
  96920. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  96921. /**
  96922. * @hidden
  96923. * Defines the actions happening just before the active camera is drawing.
  96924. */
  96925. _beforeCameraDrawStage: Stage<CameraStageAction>;
  96926. /**
  96927. * @hidden
  96928. * Defines the actions happening just before a render target is drawing.
  96929. */
  96930. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96931. /**
  96932. * @hidden
  96933. * Defines the actions happening just before a rendering group is drawing.
  96934. */
  96935. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96936. /**
  96937. * @hidden
  96938. * Defines the actions happening just before a mesh is drawing.
  96939. */
  96940. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96941. /**
  96942. * @hidden
  96943. * Defines the actions happening just after a mesh has been drawn.
  96944. */
  96945. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  96946. /**
  96947. * @hidden
  96948. * Defines the actions happening just after a rendering group has been drawn.
  96949. */
  96950. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  96951. /**
  96952. * @hidden
  96953. * Defines the actions happening just after the active camera has been drawn.
  96954. */
  96955. _afterCameraDrawStage: Stage<CameraStageAction>;
  96956. /**
  96957. * @hidden
  96958. * Defines the actions happening just after a render target has been drawn.
  96959. */
  96960. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  96961. /**
  96962. * @hidden
  96963. * Defines the actions happening just after rendering all cameras and computing intersections.
  96964. */
  96965. _afterRenderStage: Stage<SimpleStageAction>;
  96966. /**
  96967. * @hidden
  96968. * Defines the actions happening when a pointer move event happens.
  96969. */
  96970. _pointerMoveStage: Stage<PointerMoveStageAction>;
  96971. /**
  96972. * @hidden
  96973. * Defines the actions happening when a pointer down event happens.
  96974. */
  96975. _pointerDownStage: Stage<PointerUpDownStageAction>;
  96976. /**
  96977. * @hidden
  96978. * Defines the actions happening when a pointer up event happens.
  96979. */
  96980. _pointerUpStage: Stage<PointerUpDownStageAction>;
  96981. /**
  96982. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  96983. */
  96984. private geometriesByUniqueId;
  96985. /**
  96986. * Creates a new Scene
  96987. * @param engine defines the engine to use to render this scene
  96988. * @param options defines the scene options
  96989. */
  96990. constructor(engine: Engine, options?: SceneOptions);
  96991. /**
  96992. * Gets a string idenfifying the name of the class
  96993. * @returns "Scene" string
  96994. */
  96995. getClassName(): string;
  96996. private _defaultMeshCandidates;
  96997. /**
  96998. * @hidden
  96999. */
  97000. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97001. private _defaultSubMeshCandidates;
  97002. /**
  97003. * @hidden
  97004. */
  97005. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97006. /**
  97007. * Sets the default candidate providers for the scene.
  97008. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97009. * and getCollidingSubMeshCandidates to their default function
  97010. */
  97011. setDefaultCandidateProviders(): void;
  97012. /**
  97013. * Gets the mesh that is currently under the pointer
  97014. */
  97015. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97016. /**
  97017. * Gets or sets the current on-screen X position of the pointer
  97018. */
  97019. pointerX: number;
  97020. /**
  97021. * Gets or sets the current on-screen Y position of the pointer
  97022. */
  97023. pointerY: number;
  97024. /**
  97025. * Gets the cached material (ie. the latest rendered one)
  97026. * @returns the cached material
  97027. */
  97028. getCachedMaterial(): Nullable<Material>;
  97029. /**
  97030. * Gets the cached effect (ie. the latest rendered one)
  97031. * @returns the cached effect
  97032. */
  97033. getCachedEffect(): Nullable<Effect>;
  97034. /**
  97035. * Gets the cached visibility state (ie. the latest rendered one)
  97036. * @returns the cached visibility state
  97037. */
  97038. getCachedVisibility(): Nullable<number>;
  97039. /**
  97040. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97041. * @param material defines the current material
  97042. * @param effect defines the current effect
  97043. * @param visibility defines the current visibility state
  97044. * @returns true if one parameter is not cached
  97045. */
  97046. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97047. /**
  97048. * Gets the engine associated with the scene
  97049. * @returns an Engine
  97050. */
  97051. getEngine(): Engine;
  97052. /**
  97053. * Gets the total number of vertices rendered per frame
  97054. * @returns the total number of vertices rendered per frame
  97055. */
  97056. getTotalVertices(): number;
  97057. /**
  97058. * Gets the performance counter for total vertices
  97059. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97060. */
  97061. readonly totalVerticesPerfCounter: PerfCounter;
  97062. /**
  97063. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97064. * @returns the total number of active indices rendered per frame
  97065. */
  97066. getActiveIndices(): number;
  97067. /**
  97068. * Gets the performance counter for active indices
  97069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97070. */
  97071. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97072. /**
  97073. * Gets the total number of active particles rendered per frame
  97074. * @returns the total number of active particles rendered per frame
  97075. */
  97076. getActiveParticles(): number;
  97077. /**
  97078. * Gets the performance counter for active particles
  97079. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97080. */
  97081. readonly activeParticlesPerfCounter: PerfCounter;
  97082. /**
  97083. * Gets the total number of active bones rendered per frame
  97084. * @returns the total number of active bones rendered per frame
  97085. */
  97086. getActiveBones(): number;
  97087. /**
  97088. * Gets the performance counter for active bones
  97089. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97090. */
  97091. readonly activeBonesPerfCounter: PerfCounter;
  97092. /**
  97093. * Gets the array of active meshes
  97094. * @returns an array of AbstractMesh
  97095. */
  97096. getActiveMeshes(): SmartArray<AbstractMesh>;
  97097. /**
  97098. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97099. * @returns a number
  97100. */
  97101. getAnimationRatio(): number;
  97102. /**
  97103. * Gets an unique Id for the current render phase
  97104. * @returns a number
  97105. */
  97106. getRenderId(): number;
  97107. /**
  97108. * Gets an unique Id for the current frame
  97109. * @returns a number
  97110. */
  97111. getFrameId(): number;
  97112. /** Call this function if you want to manually increment the render Id*/
  97113. incrementRenderId(): void;
  97114. private _createUbo;
  97115. /**
  97116. * Use this method to simulate a pointer move on a mesh
  97117. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97118. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97119. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97120. * @returns the current scene
  97121. */
  97122. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97123. /**
  97124. * Use this method to simulate a pointer down on a mesh
  97125. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97126. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97127. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97128. * @returns the current scene
  97129. */
  97130. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97131. /**
  97132. * Use this method to simulate a pointer up on a mesh
  97133. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97134. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97135. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97136. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97137. * @returns the current scene
  97138. */
  97139. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97140. /**
  97141. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97142. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97143. * @returns true if the pointer was captured
  97144. */
  97145. isPointerCaptured(pointerId?: number): boolean;
  97146. /**
  97147. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97148. * @param attachUp defines if you want to attach events to pointerup
  97149. * @param attachDown defines if you want to attach events to pointerdown
  97150. * @param attachMove defines if you want to attach events to pointermove
  97151. */
  97152. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97153. /** Detaches all event handlers*/
  97154. detachControl(): void;
  97155. /**
  97156. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97157. * Delay loaded resources are not taking in account
  97158. * @return true if all required resources are ready
  97159. */
  97160. isReady(): boolean;
  97161. /** Resets all cached information relative to material (including effect and visibility) */
  97162. resetCachedMaterial(): void;
  97163. /**
  97164. * Registers a function to be called before every frame render
  97165. * @param func defines the function to register
  97166. */
  97167. registerBeforeRender(func: () => void): void;
  97168. /**
  97169. * Unregisters a function called before every frame render
  97170. * @param func defines the function to unregister
  97171. */
  97172. unregisterBeforeRender(func: () => void): void;
  97173. /**
  97174. * Registers a function to be called after every frame render
  97175. * @param func defines the function to register
  97176. */
  97177. registerAfterRender(func: () => void): void;
  97178. /**
  97179. * Unregisters a function called after every frame render
  97180. * @param func defines the function to unregister
  97181. */
  97182. unregisterAfterRender(func: () => void): void;
  97183. private _executeOnceBeforeRender;
  97184. /**
  97185. * The provided function will run before render once and will be disposed afterwards.
  97186. * A timeout delay can be provided so that the function will be executed in N ms.
  97187. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97188. * @param func The function to be executed.
  97189. * @param timeout optional delay in ms
  97190. */
  97191. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97192. /** @hidden */
  97193. _addPendingData(data: any): void;
  97194. /** @hidden */
  97195. _removePendingData(data: any): void;
  97196. /**
  97197. * Returns the number of items waiting to be loaded
  97198. * @returns the number of items waiting to be loaded
  97199. */
  97200. getWaitingItemsCount(): number;
  97201. /**
  97202. * Returns a boolean indicating if the scene is still loading data
  97203. */
  97204. readonly isLoading: boolean;
  97205. /**
  97206. * Registers a function to be executed when the scene is ready
  97207. * @param {Function} func - the function to be executed
  97208. */
  97209. executeWhenReady(func: () => void): void;
  97210. /**
  97211. * Returns a promise that resolves when the scene is ready
  97212. * @returns A promise that resolves when the scene is ready
  97213. */
  97214. whenReadyAsync(): Promise<void>;
  97215. /** @hidden */
  97216. _checkIsReady(): void;
  97217. /**
  97218. * Gets all animatable attached to the scene
  97219. */
  97220. readonly animatables: Animatable[];
  97221. /**
  97222. * Resets the last animation time frame.
  97223. * Useful to override when animations start running when loading a scene for the first time.
  97224. */
  97225. resetLastAnimationTimeFrame(): void;
  97226. /**
  97227. * Gets the current view matrix
  97228. * @returns a Matrix
  97229. */
  97230. getViewMatrix(): Matrix;
  97231. /**
  97232. * Gets the current projection matrix
  97233. * @returns a Matrix
  97234. */
  97235. getProjectionMatrix(): Matrix;
  97236. /**
  97237. * Gets the current transform matrix
  97238. * @returns a Matrix made of View * Projection
  97239. */
  97240. getTransformMatrix(): Matrix;
  97241. /**
  97242. * Sets the current transform matrix
  97243. * @param viewL defines the View matrix to use
  97244. * @param projectionL defines the Projection matrix to use
  97245. * @param viewR defines the right View matrix to use (if provided)
  97246. * @param projectionR defines the right Projection matrix to use (if provided)
  97247. */
  97248. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97249. /**
  97250. * Gets the uniform buffer used to store scene data
  97251. * @returns a UniformBuffer
  97252. */
  97253. getSceneUniformBuffer(): UniformBuffer;
  97254. /**
  97255. * Gets an unique (relatively to the current scene) Id
  97256. * @returns an unique number for the scene
  97257. */
  97258. getUniqueId(): number;
  97259. /**
  97260. * Add a mesh to the list of scene's meshes
  97261. * @param newMesh defines the mesh to add
  97262. * @param recursive if all child meshes should also be added to the scene
  97263. */
  97264. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97265. /**
  97266. * Remove a mesh for the list of scene's meshes
  97267. * @param toRemove defines the mesh to remove
  97268. * @param recursive if all child meshes should also be removed from the scene
  97269. * @returns the index where the mesh was in the mesh list
  97270. */
  97271. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97272. /**
  97273. * Add a transform node to the list of scene's transform nodes
  97274. * @param newTransformNode defines the transform node to add
  97275. */
  97276. addTransformNode(newTransformNode: TransformNode): void;
  97277. /**
  97278. * Remove a transform node for the list of scene's transform nodes
  97279. * @param toRemove defines the transform node to remove
  97280. * @returns the index where the transform node was in the transform node list
  97281. */
  97282. removeTransformNode(toRemove: TransformNode): number;
  97283. /**
  97284. * Remove a skeleton for the list of scene's skeletons
  97285. * @param toRemove defines the skeleton to remove
  97286. * @returns the index where the skeleton was in the skeleton list
  97287. */
  97288. removeSkeleton(toRemove: Skeleton): number;
  97289. /**
  97290. * Remove a morph target for the list of scene's morph targets
  97291. * @param toRemove defines the morph target to remove
  97292. * @returns the index where the morph target was in the morph target list
  97293. */
  97294. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97295. /**
  97296. * Remove a light for the list of scene's lights
  97297. * @param toRemove defines the light to remove
  97298. * @returns the index where the light was in the light list
  97299. */
  97300. removeLight(toRemove: Light): number;
  97301. /**
  97302. * Remove a camera for the list of scene's cameras
  97303. * @param toRemove defines the camera to remove
  97304. * @returns the index where the camera was in the camera list
  97305. */
  97306. removeCamera(toRemove: Camera): number;
  97307. /**
  97308. * Remove a particle system for the list of scene's particle systems
  97309. * @param toRemove defines the particle system to remove
  97310. * @returns the index where the particle system was in the particle system list
  97311. */
  97312. removeParticleSystem(toRemove: IParticleSystem): number;
  97313. /**
  97314. * Remove a animation for the list of scene's animations
  97315. * @param toRemove defines the animation to remove
  97316. * @returns the index where the animation was in the animation list
  97317. */
  97318. removeAnimation(toRemove: Animation): number;
  97319. /**
  97320. * Will stop the animation of the given target
  97321. * @param target - the target
  97322. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97323. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  97324. */
  97325. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97326. /**
  97327. * Removes the given animation group from this scene.
  97328. * @param toRemove The animation group to remove
  97329. * @returns The index of the removed animation group
  97330. */
  97331. removeAnimationGroup(toRemove: AnimationGroup): number;
  97332. /**
  97333. * Removes the given multi-material from this scene.
  97334. * @param toRemove The multi-material to remove
  97335. * @returns The index of the removed multi-material
  97336. */
  97337. removeMultiMaterial(toRemove: MultiMaterial): number;
  97338. /**
  97339. * Removes the given material from this scene.
  97340. * @param toRemove The material to remove
  97341. * @returns The index of the removed material
  97342. */
  97343. removeMaterial(toRemove: Material): number;
  97344. /**
  97345. * Removes the given action manager from this scene.
  97346. * @param toRemove The action manager to remove
  97347. * @returns The index of the removed action manager
  97348. */
  97349. removeActionManager(toRemove: AbstractActionManager): number;
  97350. /**
  97351. * Removes the given texture from this scene.
  97352. * @param toRemove The texture to remove
  97353. * @returns The index of the removed texture
  97354. */
  97355. removeTexture(toRemove: BaseTexture): number;
  97356. /**
  97357. * Adds the given light to this scene
  97358. * @param newLight The light to add
  97359. */
  97360. addLight(newLight: Light): void;
  97361. /**
  97362. * Sorts the list list based on light priorities
  97363. */
  97364. sortLightsByPriority(): void;
  97365. /**
  97366. * Adds the given camera to this scene
  97367. * @param newCamera The camera to add
  97368. */
  97369. addCamera(newCamera: Camera): void;
  97370. /**
  97371. * Adds the given skeleton to this scene
  97372. * @param newSkeleton The skeleton to add
  97373. */
  97374. addSkeleton(newSkeleton: Skeleton): void;
  97375. /**
  97376. * Adds the given particle system to this scene
  97377. * @param newParticleSystem The particle system to add
  97378. */
  97379. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97380. /**
  97381. * Adds the given animation to this scene
  97382. * @param newAnimation The animation to add
  97383. */
  97384. addAnimation(newAnimation: Animation): void;
  97385. /**
  97386. * Adds the given animation group to this scene.
  97387. * @param newAnimationGroup The animation group to add
  97388. */
  97389. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97390. /**
  97391. * Adds the given multi-material to this scene
  97392. * @param newMultiMaterial The multi-material to add
  97393. */
  97394. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97395. /**
  97396. * Adds the given material to this scene
  97397. * @param newMaterial The material to add
  97398. */
  97399. addMaterial(newMaterial: Material): void;
  97400. /**
  97401. * Adds the given morph target to this scene
  97402. * @param newMorphTargetManager The morph target to add
  97403. */
  97404. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97405. /**
  97406. * Adds the given geometry to this scene
  97407. * @param newGeometry The geometry to add
  97408. */
  97409. addGeometry(newGeometry: Geometry): void;
  97410. /**
  97411. * Adds the given action manager to this scene
  97412. * @param newActionManager The action manager to add
  97413. */
  97414. addActionManager(newActionManager: AbstractActionManager): void;
  97415. /**
  97416. * Adds the given texture to this scene.
  97417. * @param newTexture The texture to add
  97418. */
  97419. addTexture(newTexture: BaseTexture): void;
  97420. /**
  97421. * Switch active camera
  97422. * @param newCamera defines the new active camera
  97423. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97424. */
  97425. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97426. /**
  97427. * sets the active camera of the scene using its ID
  97428. * @param id defines the camera's ID
  97429. * @return the new active camera or null if none found.
  97430. */
  97431. setActiveCameraByID(id: string): Nullable<Camera>;
  97432. /**
  97433. * sets the active camera of the scene using its name
  97434. * @param name defines the camera's name
  97435. * @returns the new active camera or null if none found.
  97436. */
  97437. setActiveCameraByName(name: string): Nullable<Camera>;
  97438. /**
  97439. * get an animation group using its name
  97440. * @param name defines the material's name
  97441. * @return the animation group or null if none found.
  97442. */
  97443. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97444. /**
  97445. * Get a material using its unique id
  97446. * @param uniqueId defines the material's unique id
  97447. * @return the material or null if none found.
  97448. */
  97449. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97450. /**
  97451. * get a material using its id
  97452. * @param id defines the material's ID
  97453. * @return the material or null if none found.
  97454. */
  97455. getMaterialByID(id: string): Nullable<Material>;
  97456. /**
  97457. * Gets a the last added material using a given id
  97458. * @param id defines the material's ID
  97459. * @return the last material with the given id or null if none found.
  97460. */
  97461. getLastMaterialByID(id: string): Nullable<Material>;
  97462. /**
  97463. * Gets a material using its name
  97464. * @param name defines the material's name
  97465. * @return the material or null if none found.
  97466. */
  97467. getMaterialByName(name: string): Nullable<Material>;
  97468. /**
  97469. * Gets a camera using its id
  97470. * @param id defines the id to look for
  97471. * @returns the camera or null if not found
  97472. */
  97473. getCameraByID(id: string): Nullable<Camera>;
  97474. /**
  97475. * Gets a camera using its unique id
  97476. * @param uniqueId defines the unique id to look for
  97477. * @returns the camera or null if not found
  97478. */
  97479. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97480. /**
  97481. * Gets a camera using its name
  97482. * @param name defines the camera's name
  97483. * @return the camera or null if none found.
  97484. */
  97485. getCameraByName(name: string): Nullable<Camera>;
  97486. /**
  97487. * Gets a bone using its id
  97488. * @param id defines the bone's id
  97489. * @return the bone or null if not found
  97490. */
  97491. getBoneByID(id: string): Nullable<Bone>;
  97492. /**
  97493. * Gets a bone using its id
  97494. * @param name defines the bone's name
  97495. * @return the bone or null if not found
  97496. */
  97497. getBoneByName(name: string): Nullable<Bone>;
  97498. /**
  97499. * Gets a light node using its name
  97500. * @param name defines the the light's name
  97501. * @return the light or null if none found.
  97502. */
  97503. getLightByName(name: string): Nullable<Light>;
  97504. /**
  97505. * Gets a light node using its id
  97506. * @param id defines the light's id
  97507. * @return the light or null if none found.
  97508. */
  97509. getLightByID(id: string): Nullable<Light>;
  97510. /**
  97511. * Gets a light node using its scene-generated unique ID
  97512. * @param uniqueId defines the light's unique id
  97513. * @return the light or null if none found.
  97514. */
  97515. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97516. /**
  97517. * Gets a particle system by id
  97518. * @param id defines the particle system id
  97519. * @return the corresponding system or null if none found
  97520. */
  97521. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97522. /**
  97523. * Gets a geometry using its ID
  97524. * @param id defines the geometry's id
  97525. * @return the geometry or null if none found.
  97526. */
  97527. getGeometryByID(id: string): Nullable<Geometry>;
  97528. private _getGeometryByUniqueID;
  97529. /**
  97530. * Add a new geometry to this scene
  97531. * @param geometry defines the geometry to be added to the scene.
  97532. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97533. * @return a boolean defining if the geometry was added or not
  97534. */
  97535. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97536. /**
  97537. * Removes an existing geometry
  97538. * @param geometry defines the geometry to be removed from the scene
  97539. * @return a boolean defining if the geometry was removed or not
  97540. */
  97541. removeGeometry(geometry: Geometry): boolean;
  97542. /**
  97543. * Gets the list of geometries attached to the scene
  97544. * @returns an array of Geometry
  97545. */
  97546. getGeometries(): Geometry[];
  97547. /**
  97548. * Gets the first added mesh found of a given ID
  97549. * @param id defines the id to search for
  97550. * @return the mesh found or null if not found at all
  97551. */
  97552. getMeshByID(id: string): Nullable<AbstractMesh>;
  97553. /**
  97554. * Gets a list of meshes using their id
  97555. * @param id defines the id to search for
  97556. * @returns a list of meshes
  97557. */
  97558. getMeshesByID(id: string): Array<AbstractMesh>;
  97559. /**
  97560. * Gets the first added transform node found of a given ID
  97561. * @param id defines the id to search for
  97562. * @return the found transform node or null if not found at all.
  97563. */
  97564. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97565. /**
  97566. * Gets a transform node with its auto-generated unique id
  97567. * @param uniqueId efines the unique id to search for
  97568. * @return the found transform node or null if not found at all.
  97569. */
  97570. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97571. /**
  97572. * Gets a list of transform nodes using their id
  97573. * @param id defines the id to search for
  97574. * @returns a list of transform nodes
  97575. */
  97576. getTransformNodesByID(id: string): Array<TransformNode>;
  97577. /**
  97578. * Gets a mesh with its auto-generated unique id
  97579. * @param uniqueId defines the unique id to search for
  97580. * @return the found mesh or null if not found at all.
  97581. */
  97582. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97583. /**
  97584. * Gets a the last added mesh using a given id
  97585. * @param id defines the id to search for
  97586. * @return the found mesh or null if not found at all.
  97587. */
  97588. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97589. /**
  97590. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97591. * @param id defines the id to search for
  97592. * @return the found node or null if not found at all
  97593. */
  97594. getLastEntryByID(id: string): Nullable<Node>;
  97595. /**
  97596. * Gets a node (Mesh, Camera, Light) using a given id
  97597. * @param id defines the id to search for
  97598. * @return the found node or null if not found at all
  97599. */
  97600. getNodeByID(id: string): Nullable<Node>;
  97601. /**
  97602. * Gets a node (Mesh, Camera, Light) using a given name
  97603. * @param name defines the name to search for
  97604. * @return the found node or null if not found at all.
  97605. */
  97606. getNodeByName(name: string): Nullable<Node>;
  97607. /**
  97608. * Gets a mesh using a given name
  97609. * @param name defines the name to search for
  97610. * @return the found mesh or null if not found at all.
  97611. */
  97612. getMeshByName(name: string): Nullable<AbstractMesh>;
  97613. /**
  97614. * Gets a transform node using a given name
  97615. * @param name defines the name to search for
  97616. * @return the found transform node or null if not found at all.
  97617. */
  97618. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97619. /**
  97620. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97621. * @param id defines the id to search for
  97622. * @return the found skeleton or null if not found at all.
  97623. */
  97624. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97625. /**
  97626. * Gets a skeleton using a given auto generated unique id
  97627. * @param uniqueId defines the unique id to search for
  97628. * @return the found skeleton or null if not found at all.
  97629. */
  97630. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97631. /**
  97632. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97633. * @param id defines the id to search for
  97634. * @return the found skeleton or null if not found at all.
  97635. */
  97636. getSkeletonById(id: string): Nullable<Skeleton>;
  97637. /**
  97638. * Gets a skeleton using a given name
  97639. * @param name defines the name to search for
  97640. * @return the found skeleton or null if not found at all.
  97641. */
  97642. getSkeletonByName(name: string): Nullable<Skeleton>;
  97643. /**
  97644. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97645. * @param id defines the id to search for
  97646. * @return the found morph target manager or null if not found at all.
  97647. */
  97648. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97649. /**
  97650. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97651. * @param id defines the id to search for
  97652. * @return the found morph target or null if not found at all.
  97653. */
  97654. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97655. /**
  97656. * Gets a boolean indicating if the given mesh is active
  97657. * @param mesh defines the mesh to look for
  97658. * @returns true if the mesh is in the active list
  97659. */
  97660. isActiveMesh(mesh: AbstractMesh): boolean;
  97661. /**
  97662. * Return a unique id as a string which can serve as an identifier for the scene
  97663. */
  97664. readonly uid: string;
  97665. /**
  97666. * Add an externaly attached data from its key.
  97667. * This method call will fail and return false, if such key already exists.
  97668. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97669. * @param key the unique key that identifies the data
  97670. * @param data the data object to associate to the key for this Engine instance
  97671. * @return true if no such key were already present and the data was added successfully, false otherwise
  97672. */
  97673. addExternalData<T>(key: string, data: T): boolean;
  97674. /**
  97675. * Get an externaly attached data from its key
  97676. * @param key the unique key that identifies the data
  97677. * @return the associated data, if present (can be null), or undefined if not present
  97678. */
  97679. getExternalData<T>(key: string): Nullable<T>;
  97680. /**
  97681. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97682. * @param key the unique key that identifies the data
  97683. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97684. * @return the associated data, can be null if the factory returned null.
  97685. */
  97686. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97687. /**
  97688. * Remove an externaly attached data from the Engine instance
  97689. * @param key the unique key that identifies the data
  97690. * @return true if the data was successfully removed, false if it doesn't exist
  97691. */
  97692. removeExternalData(key: string): boolean;
  97693. private _evaluateSubMesh;
  97694. /**
  97695. * Clear the processed materials smart array preventing retention point in material dispose.
  97696. */
  97697. freeProcessedMaterials(): void;
  97698. private _preventFreeActiveMeshesAndRenderingGroups;
  97699. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97700. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97701. * when disposing several meshes in a row or a hierarchy of meshes.
  97702. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97703. */
  97704. blockfreeActiveMeshesAndRenderingGroups: boolean;
  97705. /**
  97706. * Clear the active meshes smart array preventing retention point in mesh dispose.
  97707. */
  97708. freeActiveMeshes(): void;
  97709. /**
  97710. * Clear the info related to rendering groups preventing retention points during dispose.
  97711. */
  97712. freeRenderingGroups(): void;
  97713. /** @hidden */
  97714. _isInIntermediateRendering(): boolean;
  97715. /**
  97716. * Lambda returning the list of potentially active meshes.
  97717. */
  97718. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  97719. /**
  97720. * Lambda returning the list of potentially active sub meshes.
  97721. */
  97722. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  97723. /**
  97724. * Lambda returning the list of potentially intersecting sub meshes.
  97725. */
  97726. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  97727. /**
  97728. * Lambda returning the list of potentially colliding sub meshes.
  97729. */
  97730. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  97731. private _activeMeshesFrozen;
  97732. /**
  97733. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  97734. * @returns the current scene
  97735. */
  97736. freezeActiveMeshes(): Scene;
  97737. /**
  97738. * Use this function to restart evaluating active meshes on every frame
  97739. * @returns the current scene
  97740. */
  97741. unfreezeActiveMeshes(): Scene;
  97742. private _evaluateActiveMeshes;
  97743. private _activeMesh;
  97744. /**
  97745. * Update the transform matrix to update from the current active camera
  97746. * @param force defines a boolean used to force the update even if cache is up to date
  97747. */
  97748. updateTransformMatrix(force?: boolean): void;
  97749. private _bindFrameBuffer;
  97750. /** @hidden */
  97751. _allowPostProcessClearColor: boolean;
  97752. /** @hidden */
  97753. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  97754. private _processSubCameras;
  97755. private _checkIntersections;
  97756. /** @hidden */
  97757. _advancePhysicsEngineStep(step: number): void;
  97758. /**
  97759. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  97760. */
  97761. getDeterministicFrameTime: () => number;
  97762. /** @hidden */
  97763. _animate(): void;
  97764. /** Execute all animations (for a frame) */
  97765. animate(): void;
  97766. /**
  97767. * Render the scene
  97768. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  97769. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  97770. */
  97771. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  97772. /**
  97773. * Freeze all materials
  97774. * A frozen material will not be updatable but should be faster to render
  97775. */
  97776. freezeMaterials(): void;
  97777. /**
  97778. * Unfreeze all materials
  97779. * A frozen material will not be updatable but should be faster to render
  97780. */
  97781. unfreezeMaterials(): void;
  97782. /**
  97783. * Releases all held ressources
  97784. */
  97785. dispose(): void;
  97786. /**
  97787. * Gets if the scene is already disposed
  97788. */
  97789. readonly isDisposed: boolean;
  97790. /**
  97791. * Call this function to reduce memory footprint of the scene.
  97792. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  97793. */
  97794. clearCachedVertexData(): void;
  97795. /**
  97796. * This function will remove the local cached buffer data from texture.
  97797. * It will save memory but will prevent the texture from being rebuilt
  97798. */
  97799. cleanCachedTextureBuffer(): void;
  97800. /**
  97801. * Get the world extend vectors with an optional filter
  97802. *
  97803. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  97804. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  97805. */
  97806. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  97807. min: Vector3;
  97808. max: Vector3;
  97809. };
  97810. /**
  97811. * Creates a ray that can be used to pick in the scene
  97812. * @param x defines the x coordinate of the origin (on-screen)
  97813. * @param y defines the y coordinate of the origin (on-screen)
  97814. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97815. * @param camera defines the camera to use for the picking
  97816. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97817. * @returns a Ray
  97818. */
  97819. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  97820. /**
  97821. * Creates a ray that can be used to pick in the scene
  97822. * @param x defines the x coordinate of the origin (on-screen)
  97823. * @param y defines the y coordinate of the origin (on-screen)
  97824. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  97825. * @param result defines the ray where to store the picking ray
  97826. * @param camera defines the camera to use for the picking
  97827. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  97828. * @returns the current scene
  97829. */
  97830. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  97831. /**
  97832. * Creates a ray that can be used to pick in the scene
  97833. * @param x defines the x coordinate of the origin (on-screen)
  97834. * @param y defines the y coordinate of the origin (on-screen)
  97835. * @param camera defines the camera to use for the picking
  97836. * @returns a Ray
  97837. */
  97838. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  97839. /**
  97840. * Creates a ray that can be used to pick in the scene
  97841. * @param x defines the x coordinate of the origin (on-screen)
  97842. * @param y defines the y coordinate of the origin (on-screen)
  97843. * @param result defines the ray where to store the picking ray
  97844. * @param camera defines the camera to use for the picking
  97845. * @returns the current scene
  97846. */
  97847. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  97848. /** Launch a ray to try to pick a mesh in the scene
  97849. * @param x position on screen
  97850. * @param y position on screen
  97851. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  97852. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  97853. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97854. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97855. * @returns a PickingInfo
  97856. */
  97857. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97858. /** Use the given ray to pick a mesh in the scene
  97859. * @param ray The ray to use to pick meshes
  97860. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  97861. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  97862. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97863. * @returns a PickingInfo
  97864. */
  97865. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  97866. /**
  97867. * Launch a ray to try to pick a mesh in the scene
  97868. * @param x X position on screen
  97869. * @param y Y position on screen
  97870. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  97871. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  97872. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97873. * @returns an array of PickingInfo
  97874. */
  97875. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97876. /**
  97877. * Launch a ray to try to pick a mesh in the scene
  97878. * @param ray Ray to use
  97879. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  97880. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  97881. * @returns an array of PickingInfo
  97882. */
  97883. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  97884. /**
  97885. * Force the value of meshUnderPointer
  97886. * @param mesh defines the mesh to use
  97887. */
  97888. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97889. /**
  97890. * Gets the mesh under the pointer
  97891. * @returns a Mesh or null if no mesh is under the pointer
  97892. */
  97893. getPointerOverMesh(): Nullable<AbstractMesh>;
  97894. /** @hidden */
  97895. _rebuildGeometries(): void;
  97896. /** @hidden */
  97897. _rebuildTextures(): void;
  97898. private _getByTags;
  97899. /**
  97900. * Get a list of meshes by tags
  97901. * @param tagsQuery defines the tags query to use
  97902. * @param forEach defines a predicate used to filter results
  97903. * @returns an array of Mesh
  97904. */
  97905. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  97906. /**
  97907. * Get a list of cameras by tags
  97908. * @param tagsQuery defines the tags query to use
  97909. * @param forEach defines a predicate used to filter results
  97910. * @returns an array of Camera
  97911. */
  97912. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  97913. /**
  97914. * Get a list of lights by tags
  97915. * @param tagsQuery defines the tags query to use
  97916. * @param forEach defines a predicate used to filter results
  97917. * @returns an array of Light
  97918. */
  97919. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  97920. /**
  97921. * Get a list of materials by tags
  97922. * @param tagsQuery defines the tags query to use
  97923. * @param forEach defines a predicate used to filter results
  97924. * @returns an array of Material
  97925. */
  97926. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  97927. /**
  97928. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  97929. * This allowed control for front to back rendering or reversly depending of the special needs.
  97930. *
  97931. * @param renderingGroupId The rendering group id corresponding to its index
  97932. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  97933. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  97934. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  97935. */
  97936. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  97937. /**
  97938. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  97939. *
  97940. * @param renderingGroupId The rendering group id corresponding to its index
  97941. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  97942. * @param depth Automatically clears depth between groups if true and autoClear is true.
  97943. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  97944. */
  97945. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  97946. /**
  97947. * Gets the current auto clear configuration for one rendering group of the rendering
  97948. * manager.
  97949. * @param index the rendering group index to get the information for
  97950. * @returns The auto clear setup for the requested rendering group
  97951. */
  97952. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  97953. private _blockMaterialDirtyMechanism;
  97954. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  97955. blockMaterialDirtyMechanism: boolean;
  97956. /**
  97957. * Will flag all materials as dirty to trigger new shader compilation
  97958. * @param flag defines the flag used to specify which material part must be marked as dirty
  97959. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  97960. */
  97961. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  97962. /** @hidden */
  97963. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  97964. /** @hidden */
  97965. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97966. }
  97967. }
  97968. declare module BABYLON {
  97969. /**
  97970. * Set of assets to keep when moving a scene into an asset container.
  97971. */
  97972. export class KeepAssets extends AbstractScene {
  97973. }
  97974. /**
  97975. * Container with a set of assets that can be added or removed from a scene.
  97976. */
  97977. export class AssetContainer extends AbstractScene {
  97978. /**
  97979. * The scene the AssetContainer belongs to.
  97980. */
  97981. scene: Scene;
  97982. /**
  97983. * Instantiates an AssetContainer.
  97984. * @param scene The scene the AssetContainer belongs to.
  97985. */
  97986. constructor(scene: Scene);
  97987. /**
  97988. * Adds all the assets from the container to the scene.
  97989. */
  97990. addAllToScene(): void;
  97991. /**
  97992. * Removes all the assets in the container from the scene
  97993. */
  97994. removeAllFromScene(): void;
  97995. /**
  97996. * Disposes all the assets in the container
  97997. */
  97998. dispose(): void;
  97999. private _moveAssets;
  98000. /**
  98001. * Removes all the assets contained in the scene and adds them to the container.
  98002. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98003. */
  98004. moveAllFromScene(keepAssets?: KeepAssets): void;
  98005. /**
  98006. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  98007. * @returns the root mesh
  98008. */
  98009. createRootMesh(): Mesh;
  98010. }
  98011. }
  98012. declare module BABYLON {
  98013. /**
  98014. * Defines how the parser contract is defined.
  98015. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98016. */
  98017. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98018. /**
  98019. * Defines how the individual parser contract is defined.
  98020. * These parser can parse an individual asset
  98021. */
  98022. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98023. /**
  98024. * Base class of the scene acting as a container for the different elements composing a scene.
  98025. * This class is dynamically extended by the different components of the scene increasing
  98026. * flexibility and reducing coupling
  98027. */
  98028. export abstract class AbstractScene {
  98029. /**
  98030. * Stores the list of available parsers in the application.
  98031. */
  98032. private static _BabylonFileParsers;
  98033. /**
  98034. * Stores the list of available individual parsers in the application.
  98035. */
  98036. private static _IndividualBabylonFileParsers;
  98037. /**
  98038. * Adds a parser in the list of available ones
  98039. * @param name Defines the name of the parser
  98040. * @param parser Defines the parser to add
  98041. */
  98042. static AddParser(name: string, parser: BabylonFileParser): void;
  98043. /**
  98044. * Gets a general parser from the list of avaialble ones
  98045. * @param name Defines the name of the parser
  98046. * @returns the requested parser or null
  98047. */
  98048. static GetParser(name: string): Nullable<BabylonFileParser>;
  98049. /**
  98050. * Adds n individual parser in the list of available ones
  98051. * @param name Defines the name of the parser
  98052. * @param parser Defines the parser to add
  98053. */
  98054. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98055. /**
  98056. * Gets an individual parser from the list of avaialble ones
  98057. * @param name Defines the name of the parser
  98058. * @returns the requested parser or null
  98059. */
  98060. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98061. /**
  98062. * Parser json data and populate both a scene and its associated container object
  98063. * @param jsonData Defines the data to parse
  98064. * @param scene Defines the scene to parse the data for
  98065. * @param container Defines the container attached to the parsing sequence
  98066. * @param rootUrl Defines the root url of the data
  98067. */
  98068. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98069. /**
  98070. * Gets the list of root nodes (ie. nodes with no parent)
  98071. */
  98072. rootNodes: Node[];
  98073. /** All of the cameras added to this scene
  98074. * @see http://doc.babylonjs.com/babylon101/cameras
  98075. */
  98076. cameras: Camera[];
  98077. /**
  98078. * All of the lights added to this scene
  98079. * @see http://doc.babylonjs.com/babylon101/lights
  98080. */
  98081. lights: Light[];
  98082. /**
  98083. * All of the (abstract) meshes added to this scene
  98084. */
  98085. meshes: AbstractMesh[];
  98086. /**
  98087. * The list of skeletons added to the scene
  98088. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98089. */
  98090. skeletons: Skeleton[];
  98091. /**
  98092. * All of the particle systems added to this scene
  98093. * @see http://doc.babylonjs.com/babylon101/particles
  98094. */
  98095. particleSystems: IParticleSystem[];
  98096. /**
  98097. * Gets a list of Animations associated with the scene
  98098. */
  98099. animations: Animation[];
  98100. /**
  98101. * All of the animation groups added to this scene
  98102. * @see http://doc.babylonjs.com/how_to/group
  98103. */
  98104. animationGroups: AnimationGroup[];
  98105. /**
  98106. * All of the multi-materials added to this scene
  98107. * @see http://doc.babylonjs.com/how_to/multi_materials
  98108. */
  98109. multiMaterials: MultiMaterial[];
  98110. /**
  98111. * All of the materials added to this scene
  98112. * In the context of a Scene, it is not supposed to be modified manually.
  98113. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98114. * Note also that the order of the Material wihin the array is not significant and might change.
  98115. * @see http://doc.babylonjs.com/babylon101/materials
  98116. */
  98117. materials: Material[];
  98118. /**
  98119. * The list of morph target managers added to the scene
  98120. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98121. */
  98122. morphTargetManagers: MorphTargetManager[];
  98123. /**
  98124. * The list of geometries used in the scene.
  98125. */
  98126. geometries: Geometry[];
  98127. /**
  98128. * All of the tranform nodes added to this scene
  98129. * In the context of a Scene, it is not supposed to be modified manually.
  98130. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98131. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98132. * @see http://doc.babylonjs.com/how_to/transformnode
  98133. */
  98134. transformNodes: TransformNode[];
  98135. /**
  98136. * ActionManagers available on the scene.
  98137. */
  98138. actionManagers: AbstractActionManager[];
  98139. /**
  98140. * Textures to keep.
  98141. */
  98142. textures: BaseTexture[];
  98143. /**
  98144. * Environment texture for the scene
  98145. */
  98146. environmentTexture: Nullable<BaseTexture>;
  98147. }
  98148. }
  98149. declare module BABYLON {
  98150. /**
  98151. * Interface used to define options for Sound class
  98152. */
  98153. export interface ISoundOptions {
  98154. /**
  98155. * Does the sound autoplay once loaded.
  98156. */
  98157. autoplay?: boolean;
  98158. /**
  98159. * Does the sound loop after it finishes playing once.
  98160. */
  98161. loop?: boolean;
  98162. /**
  98163. * Sound's volume
  98164. */
  98165. volume?: number;
  98166. /**
  98167. * Is it a spatial sound?
  98168. */
  98169. spatialSound?: boolean;
  98170. /**
  98171. * Maximum distance to hear that sound
  98172. */
  98173. maxDistance?: number;
  98174. /**
  98175. * Uses user defined attenuation function
  98176. */
  98177. useCustomAttenuation?: boolean;
  98178. /**
  98179. * Define the roll off factor of spatial sounds.
  98180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98181. */
  98182. rolloffFactor?: number;
  98183. /**
  98184. * Define the reference distance the sound should be heard perfectly.
  98185. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98186. */
  98187. refDistance?: number;
  98188. /**
  98189. * Define the distance attenuation model the sound will follow.
  98190. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98191. */
  98192. distanceModel?: string;
  98193. /**
  98194. * Defines the playback speed (1 by default)
  98195. */
  98196. playbackRate?: number;
  98197. /**
  98198. * Defines if the sound is from a streaming source
  98199. */
  98200. streaming?: boolean;
  98201. /**
  98202. * Defines an optional length (in seconds) inside the sound file
  98203. */
  98204. length?: number;
  98205. /**
  98206. * Defines an optional offset (in seconds) inside the sound file
  98207. */
  98208. offset?: number;
  98209. /**
  98210. * If true, URLs will not be required to state the audio file codec to use.
  98211. */
  98212. skipCodecCheck?: boolean;
  98213. }
  98214. /**
  98215. * Defines a sound that can be played in the application.
  98216. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98217. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98218. */
  98219. export class Sound {
  98220. /**
  98221. * The name of the sound in the scene.
  98222. */
  98223. name: string;
  98224. /**
  98225. * Does the sound autoplay once loaded.
  98226. */
  98227. autoplay: boolean;
  98228. /**
  98229. * Does the sound loop after it finishes playing once.
  98230. */
  98231. loop: boolean;
  98232. /**
  98233. * Does the sound use a custom attenuation curve to simulate the falloff
  98234. * happening when the source gets further away from the camera.
  98235. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98236. */
  98237. useCustomAttenuation: boolean;
  98238. /**
  98239. * The sound track id this sound belongs to.
  98240. */
  98241. soundTrackId: number;
  98242. /**
  98243. * Is this sound currently played.
  98244. */
  98245. isPlaying: boolean;
  98246. /**
  98247. * Is this sound currently paused.
  98248. */
  98249. isPaused: boolean;
  98250. /**
  98251. * Does this sound enables spatial sound.
  98252. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98253. */
  98254. spatialSound: boolean;
  98255. /**
  98256. * Define the reference distance the sound should be heard perfectly.
  98257. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98258. */
  98259. refDistance: number;
  98260. /**
  98261. * Define the roll off factor of spatial sounds.
  98262. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98263. */
  98264. rolloffFactor: number;
  98265. /**
  98266. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98267. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98268. */
  98269. maxDistance: number;
  98270. /**
  98271. * Define the distance attenuation model the sound will follow.
  98272. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98273. */
  98274. distanceModel: string;
  98275. /**
  98276. * @hidden
  98277. * Back Compat
  98278. **/
  98279. onended: () => any;
  98280. /**
  98281. * Observable event when the current playing sound finishes.
  98282. */
  98283. onEndedObservable: Observable<Sound>;
  98284. private _panningModel;
  98285. private _playbackRate;
  98286. private _streaming;
  98287. private _startTime;
  98288. private _startOffset;
  98289. private _position;
  98290. /** @hidden */
  98291. _positionInEmitterSpace: boolean;
  98292. private _localDirection;
  98293. private _volume;
  98294. private _isReadyToPlay;
  98295. private _isDirectional;
  98296. private _readyToPlayCallback;
  98297. private _audioBuffer;
  98298. private _soundSource;
  98299. private _streamingSource;
  98300. private _soundPanner;
  98301. private _soundGain;
  98302. private _inputAudioNode;
  98303. private _outputAudioNode;
  98304. private _coneInnerAngle;
  98305. private _coneOuterAngle;
  98306. private _coneOuterGain;
  98307. private _scene;
  98308. private _connectedTransformNode;
  98309. private _customAttenuationFunction;
  98310. private _registerFunc;
  98311. private _isOutputConnected;
  98312. private _htmlAudioElement;
  98313. private _urlType;
  98314. private _length?;
  98315. private _offset?;
  98316. /** @hidden */
  98317. static _SceneComponentInitialization: (scene: Scene) => void;
  98318. /**
  98319. * Create a sound and attach it to a scene
  98320. * @param name Name of your sound
  98321. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98322. * @param scene defines the scene the sound belongs to
  98323. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98324. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98325. */
  98326. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98327. /**
  98328. * Release the sound and its associated resources
  98329. */
  98330. dispose(): void;
  98331. /**
  98332. * Gets if the sounds is ready to be played or not.
  98333. * @returns true if ready, otherwise false
  98334. */
  98335. isReady(): boolean;
  98336. private _soundLoaded;
  98337. /**
  98338. * Sets the data of the sound from an audiobuffer
  98339. * @param audioBuffer The audioBuffer containing the data
  98340. */
  98341. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98342. /**
  98343. * Updates the current sounds options such as maxdistance, loop...
  98344. * @param options A JSON object containing values named as the object properties
  98345. */
  98346. updateOptions(options: ISoundOptions): void;
  98347. private _createSpatialParameters;
  98348. private _updateSpatialParameters;
  98349. /**
  98350. * Switch the panning model to HRTF:
  98351. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98352. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98353. */
  98354. switchPanningModelToHRTF(): void;
  98355. /**
  98356. * Switch the panning model to Equal Power:
  98357. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98358. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98359. */
  98360. switchPanningModelToEqualPower(): void;
  98361. private _switchPanningModel;
  98362. /**
  98363. * Connect this sound to a sound track audio node like gain...
  98364. * @param soundTrackAudioNode the sound track audio node to connect to
  98365. */
  98366. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98367. /**
  98368. * Transform this sound into a directional source
  98369. * @param coneInnerAngle Size of the inner cone in degree
  98370. * @param coneOuterAngle Size of the outer cone in degree
  98371. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98372. */
  98373. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98374. /**
  98375. * Gets or sets the inner angle for the directional cone.
  98376. */
  98377. /**
  98378. * Gets or sets the inner angle for the directional cone.
  98379. */
  98380. directionalConeInnerAngle: number;
  98381. /**
  98382. * Gets or sets the outer angle for the directional cone.
  98383. */
  98384. /**
  98385. * Gets or sets the outer angle for the directional cone.
  98386. */
  98387. directionalConeOuterAngle: number;
  98388. /**
  98389. * Sets the position of the emitter if spatial sound is enabled
  98390. * @param newPosition Defines the new posisiton
  98391. */
  98392. setPosition(newPosition: Vector3): void;
  98393. /**
  98394. * Sets the local direction of the emitter if spatial sound is enabled
  98395. * @param newLocalDirection Defines the new local direction
  98396. */
  98397. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98398. private _updateDirection;
  98399. /** @hidden */
  98400. updateDistanceFromListener(): void;
  98401. /**
  98402. * Sets a new custom attenuation function for the sound.
  98403. * @param callback Defines the function used for the attenuation
  98404. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98405. */
  98406. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98407. /**
  98408. * Play the sound
  98409. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98410. * @param offset (optional) Start the sound at a specific time in seconds
  98411. * @param length (optional) Sound duration (in seconds)
  98412. */
  98413. play(time?: number, offset?: number, length?: number): void;
  98414. private _onended;
  98415. /**
  98416. * Stop the sound
  98417. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98418. */
  98419. stop(time?: number): void;
  98420. /**
  98421. * Put the sound in pause
  98422. */
  98423. pause(): void;
  98424. /**
  98425. * Sets a dedicated volume for this sounds
  98426. * @param newVolume Define the new volume of the sound
  98427. * @param time Define time for gradual change to new volume
  98428. */
  98429. setVolume(newVolume: number, time?: number): void;
  98430. /**
  98431. * Set the sound play back rate
  98432. * @param newPlaybackRate Define the playback rate the sound should be played at
  98433. */
  98434. setPlaybackRate(newPlaybackRate: number): void;
  98435. /**
  98436. * Gets the volume of the sound.
  98437. * @returns the volume of the sound
  98438. */
  98439. getVolume(): number;
  98440. /**
  98441. * Attach the sound to a dedicated mesh
  98442. * @param transformNode The transform node to connect the sound with
  98443. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98444. */
  98445. attachToMesh(transformNode: TransformNode): void;
  98446. /**
  98447. * Detach the sound from the previously attached mesh
  98448. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98449. */
  98450. detachFromMesh(): void;
  98451. private _onRegisterAfterWorldMatrixUpdate;
  98452. /**
  98453. * Clone the current sound in the scene.
  98454. * @returns the new sound clone
  98455. */
  98456. clone(): Nullable<Sound>;
  98457. /**
  98458. * Gets the current underlying audio buffer containing the data
  98459. * @returns the audio buffer
  98460. */
  98461. getAudioBuffer(): Nullable<AudioBuffer>;
  98462. /**
  98463. * Serializes the Sound in a JSON representation
  98464. * @returns the JSON representation of the sound
  98465. */
  98466. serialize(): any;
  98467. /**
  98468. * Parse a JSON representation of a sound to innstantiate in a given scene
  98469. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98470. * @param scene Define the scene the new parsed sound should be created in
  98471. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98472. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98473. * @returns the newly parsed sound
  98474. */
  98475. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98476. }
  98477. }
  98478. declare module BABYLON {
  98479. /**
  98480. * This defines an action helpful to play a defined sound on a triggered action.
  98481. */
  98482. export class PlaySoundAction extends Action {
  98483. private _sound;
  98484. /**
  98485. * Instantiate the action
  98486. * @param triggerOptions defines the trigger options
  98487. * @param sound defines the sound to play
  98488. * @param condition defines the trigger related conditions
  98489. */
  98490. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98491. /** @hidden */
  98492. _prepare(): void;
  98493. /**
  98494. * Execute the action and play the sound.
  98495. */
  98496. execute(): void;
  98497. /**
  98498. * Serializes the actions and its related information.
  98499. * @param parent defines the object to serialize in
  98500. * @returns the serialized object
  98501. */
  98502. serialize(parent: any): any;
  98503. }
  98504. /**
  98505. * This defines an action helpful to stop a defined sound on a triggered action.
  98506. */
  98507. export class StopSoundAction extends Action {
  98508. private _sound;
  98509. /**
  98510. * Instantiate the action
  98511. * @param triggerOptions defines the trigger options
  98512. * @param sound defines the sound to stop
  98513. * @param condition defines the trigger related conditions
  98514. */
  98515. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98516. /** @hidden */
  98517. _prepare(): void;
  98518. /**
  98519. * Execute the action and stop the sound.
  98520. */
  98521. execute(): void;
  98522. /**
  98523. * Serializes the actions and its related information.
  98524. * @param parent defines the object to serialize in
  98525. * @returns the serialized object
  98526. */
  98527. serialize(parent: any): any;
  98528. }
  98529. }
  98530. declare module BABYLON {
  98531. /**
  98532. * This defines an action responsible to change the value of a property
  98533. * by interpolating between its current value and the newly set one once triggered.
  98534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98535. */
  98536. export class InterpolateValueAction extends Action {
  98537. /**
  98538. * Defines the path of the property where the value should be interpolated
  98539. */
  98540. propertyPath: string;
  98541. /**
  98542. * Defines the target value at the end of the interpolation.
  98543. */
  98544. value: any;
  98545. /**
  98546. * Defines the time it will take for the property to interpolate to the value.
  98547. */
  98548. duration: number;
  98549. /**
  98550. * Defines if the other scene animations should be stopped when the action has been triggered
  98551. */
  98552. stopOtherAnimations?: boolean;
  98553. /**
  98554. * Defines a callback raised once the interpolation animation has been done.
  98555. */
  98556. onInterpolationDone?: () => void;
  98557. /**
  98558. * Observable triggered once the interpolation animation has been done.
  98559. */
  98560. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98561. private _target;
  98562. private _effectiveTarget;
  98563. private _property;
  98564. /**
  98565. * Instantiate the action
  98566. * @param triggerOptions defines the trigger options
  98567. * @param target defines the object containing the value to interpolate
  98568. * @param propertyPath defines the path to the property in the target object
  98569. * @param value defines the target value at the end of the interpolation
  98570. * @param duration deines the time it will take for the property to interpolate to the value.
  98571. * @param condition defines the trigger related conditions
  98572. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98573. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98574. */
  98575. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98576. /** @hidden */
  98577. _prepare(): void;
  98578. /**
  98579. * Execute the action starts the value interpolation.
  98580. */
  98581. execute(): void;
  98582. /**
  98583. * Serializes the actions and its related information.
  98584. * @param parent defines the object to serialize in
  98585. * @returns the serialized object
  98586. */
  98587. serialize(parent: any): any;
  98588. }
  98589. }
  98590. declare module BABYLON {
  98591. /**
  98592. * Options allowed during the creation of a sound track.
  98593. */
  98594. export interface ISoundTrackOptions {
  98595. /**
  98596. * The volume the sound track should take during creation
  98597. */
  98598. volume?: number;
  98599. /**
  98600. * Define if the sound track is the main sound track of the scene
  98601. */
  98602. mainTrack?: boolean;
  98603. }
  98604. /**
  98605. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98606. * It will be also used in a future release to apply effects on a specific track.
  98607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98608. */
  98609. export class SoundTrack {
  98610. /**
  98611. * The unique identifier of the sound track in the scene.
  98612. */
  98613. id: number;
  98614. /**
  98615. * The list of sounds included in the sound track.
  98616. */
  98617. soundCollection: Array<Sound>;
  98618. private _outputAudioNode;
  98619. private _scene;
  98620. private _isMainTrack;
  98621. private _connectedAnalyser;
  98622. private _options;
  98623. private _isInitialized;
  98624. /**
  98625. * Creates a new sound track.
  98626. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98627. * @param scene Define the scene the sound track belongs to
  98628. * @param options
  98629. */
  98630. constructor(scene: Scene, options?: ISoundTrackOptions);
  98631. private _initializeSoundTrackAudioGraph;
  98632. /**
  98633. * Release the sound track and its associated resources
  98634. */
  98635. dispose(): void;
  98636. /**
  98637. * Adds a sound to this sound track
  98638. * @param sound define the cound to add
  98639. * @ignoreNaming
  98640. */
  98641. AddSound(sound: Sound): void;
  98642. /**
  98643. * Removes a sound to this sound track
  98644. * @param sound define the cound to remove
  98645. * @ignoreNaming
  98646. */
  98647. RemoveSound(sound: Sound): void;
  98648. /**
  98649. * Set a global volume for the full sound track.
  98650. * @param newVolume Define the new volume of the sound track
  98651. */
  98652. setVolume(newVolume: number): void;
  98653. /**
  98654. * Switch the panning model to HRTF:
  98655. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98656. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98657. */
  98658. switchPanningModelToHRTF(): void;
  98659. /**
  98660. * Switch the panning model to Equal Power:
  98661. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98662. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98663. */
  98664. switchPanningModelToEqualPower(): void;
  98665. /**
  98666. * Connect the sound track to an audio analyser allowing some amazing
  98667. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98668. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98669. * @param analyser The analyser to connect to the engine
  98670. */
  98671. connectToAnalyser(analyser: Analyser): void;
  98672. }
  98673. }
  98674. declare module BABYLON {
  98675. interface AbstractScene {
  98676. /**
  98677. * The list of sounds used in the scene.
  98678. */
  98679. sounds: Nullable<Array<Sound>>;
  98680. }
  98681. interface Scene {
  98682. /**
  98683. * @hidden
  98684. * Backing field
  98685. */
  98686. _mainSoundTrack: SoundTrack;
  98687. /**
  98688. * The main sound track played by the scene.
  98689. * It cotains your primary collection of sounds.
  98690. */
  98691. mainSoundTrack: SoundTrack;
  98692. /**
  98693. * The list of sound tracks added to the scene
  98694. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98695. */
  98696. soundTracks: Nullable<Array<SoundTrack>>;
  98697. /**
  98698. * Gets a sound using a given name
  98699. * @param name defines the name to search for
  98700. * @return the found sound or null if not found at all.
  98701. */
  98702. getSoundByName(name: string): Nullable<Sound>;
  98703. /**
  98704. * Gets or sets if audio support is enabled
  98705. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98706. */
  98707. audioEnabled: boolean;
  98708. /**
  98709. * Gets or sets if audio will be output to headphones
  98710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98711. */
  98712. headphone: boolean;
  98713. }
  98714. /**
  98715. * Defines the sound scene component responsible to manage any sounds
  98716. * in a given scene.
  98717. */
  98718. export class AudioSceneComponent implements ISceneSerializableComponent {
  98719. /**
  98720. * The component name helpfull to identify the component in the list of scene components.
  98721. */
  98722. readonly name: string;
  98723. /**
  98724. * The scene the component belongs to.
  98725. */
  98726. scene: Scene;
  98727. private _audioEnabled;
  98728. /**
  98729. * Gets whether audio is enabled or not.
  98730. * Please use related enable/disable method to switch state.
  98731. */
  98732. readonly audioEnabled: boolean;
  98733. private _headphone;
  98734. /**
  98735. * Gets whether audio is outputing to headphone or not.
  98736. * Please use the according Switch methods to change output.
  98737. */
  98738. readonly headphone: boolean;
  98739. /**
  98740. * Creates a new instance of the component for the given scene
  98741. * @param scene Defines the scene to register the component in
  98742. */
  98743. constructor(scene: Scene);
  98744. /**
  98745. * Registers the component in a given scene
  98746. */
  98747. register(): void;
  98748. /**
  98749. * Rebuilds the elements related to this component in case of
  98750. * context lost for instance.
  98751. */
  98752. rebuild(): void;
  98753. /**
  98754. * Serializes the component data to the specified json object
  98755. * @param serializationObject The object to serialize to
  98756. */
  98757. serialize(serializationObject: any): void;
  98758. /**
  98759. * Adds all the elements from the container to the scene
  98760. * @param container the container holding the elements
  98761. */
  98762. addFromContainer(container: AbstractScene): void;
  98763. /**
  98764. * Removes all the elements in the container from the scene
  98765. * @param container contains the elements to remove
  98766. * @param dispose if the removed element should be disposed (default: false)
  98767. */
  98768. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  98769. /**
  98770. * Disposes the component and the associated ressources.
  98771. */
  98772. dispose(): void;
  98773. /**
  98774. * Disables audio in the associated scene.
  98775. */
  98776. disableAudio(): void;
  98777. /**
  98778. * Enables audio in the associated scene.
  98779. */
  98780. enableAudio(): void;
  98781. /**
  98782. * Switch audio to headphone output.
  98783. */
  98784. switchAudioModeForHeadphones(): void;
  98785. /**
  98786. * Switch audio to normal speakers.
  98787. */
  98788. switchAudioModeForNormalSpeakers(): void;
  98789. private _afterRender;
  98790. }
  98791. }
  98792. declare module BABYLON {
  98793. /**
  98794. * Wraps one or more Sound objects and selects one with random weight for playback.
  98795. */
  98796. export class WeightedSound {
  98797. /** When true a Sound will be selected and played when the current playing Sound completes. */
  98798. loop: boolean;
  98799. private _coneInnerAngle;
  98800. private _coneOuterAngle;
  98801. private _volume;
  98802. /** A Sound is currently playing. */
  98803. isPlaying: boolean;
  98804. /** A Sound is currently paused. */
  98805. isPaused: boolean;
  98806. private _sounds;
  98807. private _weights;
  98808. private _currentIndex?;
  98809. /**
  98810. * Creates a new WeightedSound from the list of sounds given.
  98811. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  98812. * @param sounds Array of Sounds that will be selected from.
  98813. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  98814. */
  98815. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  98816. /**
  98817. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  98818. */
  98819. /**
  98820. * The size of cone in degress for a directional sound in which there will be no attenuation.
  98821. */
  98822. directionalConeInnerAngle: number;
  98823. /**
  98824. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98825. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98826. */
  98827. /**
  98828. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  98829. * Listener angles between innerAngle and outerAngle will falloff linearly.
  98830. */
  98831. directionalConeOuterAngle: number;
  98832. /**
  98833. * Playback volume.
  98834. */
  98835. /**
  98836. * Playback volume.
  98837. */
  98838. volume: number;
  98839. private _onended;
  98840. /**
  98841. * Suspend playback
  98842. */
  98843. pause(): void;
  98844. /**
  98845. * Stop playback
  98846. */
  98847. stop(): void;
  98848. /**
  98849. * Start playback.
  98850. * @param startOffset Position the clip head at a specific time in seconds.
  98851. */
  98852. play(startOffset?: number): void;
  98853. }
  98854. }
  98855. declare module BABYLON {
  98856. /**
  98857. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  98858. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  98859. */
  98860. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  98861. /**
  98862. * Gets the name of the behavior.
  98863. */
  98864. readonly name: string;
  98865. /**
  98866. * The easing function used by animations
  98867. */
  98868. static EasingFunction: BackEase;
  98869. /**
  98870. * The easing mode used by animations
  98871. */
  98872. static EasingMode: number;
  98873. /**
  98874. * The duration of the animation, in milliseconds
  98875. */
  98876. transitionDuration: number;
  98877. /**
  98878. * Length of the distance animated by the transition when lower radius is reached
  98879. */
  98880. lowerRadiusTransitionRange: number;
  98881. /**
  98882. * Length of the distance animated by the transition when upper radius is reached
  98883. */
  98884. upperRadiusTransitionRange: number;
  98885. private _autoTransitionRange;
  98886. /**
  98887. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98888. */
  98889. /**
  98890. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  98891. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  98892. */
  98893. autoTransitionRange: boolean;
  98894. private _attachedCamera;
  98895. private _onAfterCheckInputsObserver;
  98896. private _onMeshTargetChangedObserver;
  98897. /**
  98898. * Initializes the behavior.
  98899. */
  98900. init(): void;
  98901. /**
  98902. * Attaches the behavior to its arc rotate camera.
  98903. * @param camera Defines the camera to attach the behavior to
  98904. */
  98905. attach(camera: ArcRotateCamera): void;
  98906. /**
  98907. * Detaches the behavior from its current arc rotate camera.
  98908. */
  98909. detach(): void;
  98910. private _radiusIsAnimating;
  98911. private _radiusBounceTransition;
  98912. private _animatables;
  98913. private _cachedWheelPrecision;
  98914. /**
  98915. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  98916. * @param radiusLimit The limit to check against.
  98917. * @return Bool to indicate if at limit.
  98918. */
  98919. private _isRadiusAtLimit;
  98920. /**
  98921. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  98922. * @param radiusDelta The delta by which to animate to. Can be negative.
  98923. */
  98924. private _applyBoundRadiusAnimation;
  98925. /**
  98926. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  98927. */
  98928. protected _clearAnimationLocks(): void;
  98929. /**
  98930. * Stops and removes all animations that have been applied to the camera
  98931. */
  98932. stopAllAnimations(): void;
  98933. }
  98934. }
  98935. declare module BABYLON {
  98936. /**
  98937. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  98938. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  98939. */
  98940. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  98941. /**
  98942. * Gets the name of the behavior.
  98943. */
  98944. readonly name: string;
  98945. private _mode;
  98946. private _radiusScale;
  98947. private _positionScale;
  98948. private _defaultElevation;
  98949. private _elevationReturnTime;
  98950. private _elevationReturnWaitTime;
  98951. private _zoomStopsAnimation;
  98952. private _framingTime;
  98953. /**
  98954. * The easing function used by animations
  98955. */
  98956. static EasingFunction: ExponentialEase;
  98957. /**
  98958. * The easing mode used by animations
  98959. */
  98960. static EasingMode: number;
  98961. /**
  98962. * Sets the current mode used by the behavior
  98963. */
  98964. /**
  98965. * Gets current mode used by the behavior.
  98966. */
  98967. mode: number;
  98968. /**
  98969. * Sets the scale applied to the radius (1 by default)
  98970. */
  98971. /**
  98972. * Gets the scale applied to the radius
  98973. */
  98974. radiusScale: number;
  98975. /**
  98976. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98977. */
  98978. /**
  98979. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  98980. */
  98981. positionScale: number;
  98982. /**
  98983. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98984. * behaviour is triggered, in radians.
  98985. */
  98986. /**
  98987. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  98988. * behaviour is triggered, in radians.
  98989. */
  98990. defaultElevation: number;
  98991. /**
  98992. * Sets the time (in milliseconds) taken to return to the default beta position.
  98993. * Negative value indicates camera should not return to default.
  98994. */
  98995. /**
  98996. * Gets the time (in milliseconds) taken to return to the default beta position.
  98997. * Negative value indicates camera should not return to default.
  98998. */
  98999. elevationReturnTime: number;
  99000. /**
  99001. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99002. */
  99003. /**
  99004. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99005. */
  99006. elevationReturnWaitTime: number;
  99007. /**
  99008. * Sets the flag that indicates if user zooming should stop animation.
  99009. */
  99010. /**
  99011. * Gets the flag that indicates if user zooming should stop animation.
  99012. */
  99013. zoomStopsAnimation: boolean;
  99014. /**
  99015. * Sets the transition time when framing the mesh, in milliseconds
  99016. */
  99017. /**
  99018. * Gets the transition time when framing the mesh, in milliseconds
  99019. */
  99020. framingTime: number;
  99021. /**
  99022. * Define if the behavior should automatically change the configured
  99023. * camera limits and sensibilities.
  99024. */
  99025. autoCorrectCameraLimitsAndSensibility: boolean;
  99026. private _onPrePointerObservableObserver;
  99027. private _onAfterCheckInputsObserver;
  99028. private _onMeshTargetChangedObserver;
  99029. private _attachedCamera;
  99030. private _isPointerDown;
  99031. private _lastInteractionTime;
  99032. /**
  99033. * Initializes the behavior.
  99034. */
  99035. init(): void;
  99036. /**
  99037. * Attaches the behavior to its arc rotate camera.
  99038. * @param camera Defines the camera to attach the behavior to
  99039. */
  99040. attach(camera: ArcRotateCamera): void;
  99041. /**
  99042. * Detaches the behavior from its current arc rotate camera.
  99043. */
  99044. detach(): void;
  99045. private _animatables;
  99046. private _betaIsAnimating;
  99047. private _betaTransition;
  99048. private _radiusTransition;
  99049. private _vectorTransition;
  99050. /**
  99051. * Targets the given mesh and updates zoom level accordingly.
  99052. * @param mesh The mesh to target.
  99053. * @param radius Optional. If a cached radius position already exists, overrides default.
  99054. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99055. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99056. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99057. */
  99058. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99059. /**
  99060. * Targets the given mesh with its children and updates zoom level accordingly.
  99061. * @param mesh The mesh to target.
  99062. * @param radius Optional. If a cached radius position already exists, overrides default.
  99063. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99064. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99065. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99066. */
  99067. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99068. /**
  99069. * Targets the given meshes with their children and updates zoom level accordingly.
  99070. * @param meshes The mesh to target.
  99071. * @param radius Optional. If a cached radius position already exists, overrides default.
  99072. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99073. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99074. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99075. */
  99076. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99077. /**
  99078. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99079. * @param minimumWorld Determines the smaller position of the bounding box extend
  99080. * @param maximumWorld Determines the bigger position of the bounding box extend
  99081. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99082. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99083. */
  99084. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99085. /**
  99086. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99087. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99088. * frustum width.
  99089. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99090. * to fully enclose the mesh in the viewing frustum.
  99091. */
  99092. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99093. /**
  99094. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99095. * is automatically returned to its default position (expected to be above ground plane).
  99096. */
  99097. private _maintainCameraAboveGround;
  99098. /**
  99099. * Returns the frustum slope based on the canvas ratio and camera FOV
  99100. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99101. */
  99102. private _getFrustumSlope;
  99103. /**
  99104. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99105. */
  99106. private _clearAnimationLocks;
  99107. /**
  99108. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99109. */
  99110. private _applyUserInteraction;
  99111. /**
  99112. * Stops and removes all animations that have been applied to the camera
  99113. */
  99114. stopAllAnimations(): void;
  99115. /**
  99116. * Gets a value indicating if the user is moving the camera
  99117. */
  99118. readonly isUserIsMoving: boolean;
  99119. /**
  99120. * The camera can move all the way towards the mesh.
  99121. */
  99122. static IgnoreBoundsSizeMode: number;
  99123. /**
  99124. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99125. */
  99126. static FitFrustumSidesMode: number;
  99127. }
  99128. }
  99129. declare module BABYLON {
  99130. /**
  99131. * Base class for Camera Pointer Inputs.
  99132. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99133. * for example usage.
  99134. */
  99135. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99136. /**
  99137. * Defines the camera the input is attached to.
  99138. */
  99139. abstract camera: Camera;
  99140. /**
  99141. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99142. */
  99143. protected _altKey: boolean;
  99144. protected _ctrlKey: boolean;
  99145. protected _metaKey: boolean;
  99146. protected _shiftKey: boolean;
  99147. /**
  99148. * Which mouse buttons were pressed at time of last mouse event.
  99149. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99150. */
  99151. protected _buttonsPressed: number;
  99152. /**
  99153. * Defines the buttons associated with the input to handle camera move.
  99154. */
  99155. buttons: number[];
  99156. /**
  99157. * Attach the input controls to a specific dom element to get the input from.
  99158. * @param element Defines the element the controls should be listened from
  99159. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99160. */
  99161. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99162. /**
  99163. * Detach the current controls from the specified dom element.
  99164. * @param element Defines the element to stop listening the inputs from
  99165. */
  99166. detachControl(element: Nullable<HTMLElement>): void;
  99167. /**
  99168. * Gets the class name of the current input.
  99169. * @returns the class name
  99170. */
  99171. getClassName(): string;
  99172. /**
  99173. * Get the friendly name associated with the input class.
  99174. * @returns the input friendly name
  99175. */
  99176. getSimpleName(): string;
  99177. /**
  99178. * Called on pointer POINTERDOUBLETAP event.
  99179. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99180. */
  99181. protected onDoubleTap(type: string): void;
  99182. /**
  99183. * Called on pointer POINTERMOVE event if only a single touch is active.
  99184. * Override this method to provide functionality.
  99185. */
  99186. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99187. /**
  99188. * Called on pointer POINTERMOVE event if multiple touches are active.
  99189. * Override this method to provide functionality.
  99190. */
  99191. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99192. /**
  99193. * Called on JS contextmenu event.
  99194. * Override this method to provide functionality.
  99195. */
  99196. protected onContextMenu(evt: PointerEvent): void;
  99197. /**
  99198. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99199. * press.
  99200. * Override this method to provide functionality.
  99201. */
  99202. protected onButtonDown(evt: PointerEvent): void;
  99203. /**
  99204. * Called each time a new POINTERUP event occurs. Ie, for each button
  99205. * release.
  99206. * Override this method to provide functionality.
  99207. */
  99208. protected onButtonUp(evt: PointerEvent): void;
  99209. /**
  99210. * Called when window becomes inactive.
  99211. * Override this method to provide functionality.
  99212. */
  99213. protected onLostFocus(): void;
  99214. private _pointerInput;
  99215. private _observer;
  99216. private _onLostFocus;
  99217. private pointA;
  99218. private pointB;
  99219. }
  99220. }
  99221. declare module BABYLON {
  99222. /**
  99223. * Manage the pointers inputs to control an arc rotate camera.
  99224. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99225. */
  99226. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99227. /**
  99228. * Defines the camera the input is attached to.
  99229. */
  99230. camera: ArcRotateCamera;
  99231. /**
  99232. * Gets the class name of the current input.
  99233. * @returns the class name
  99234. */
  99235. getClassName(): string;
  99236. /**
  99237. * Defines the buttons associated with the input to handle camera move.
  99238. */
  99239. buttons: number[];
  99240. /**
  99241. * Defines the pointer angular sensibility along the X axis or how fast is
  99242. * the camera rotating.
  99243. */
  99244. angularSensibilityX: number;
  99245. /**
  99246. * Defines the pointer angular sensibility along the Y axis or how fast is
  99247. * the camera rotating.
  99248. */
  99249. angularSensibilityY: number;
  99250. /**
  99251. * Defines the pointer pinch precision or how fast is the camera zooming.
  99252. */
  99253. pinchPrecision: number;
  99254. /**
  99255. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99256. * from 0.
  99257. * It defines the percentage of current camera.radius to use as delta when
  99258. * pinch zoom is used.
  99259. */
  99260. pinchDeltaPercentage: number;
  99261. /**
  99262. * Defines the pointer panning sensibility or how fast is the camera moving.
  99263. */
  99264. panningSensibility: number;
  99265. /**
  99266. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99267. */
  99268. multiTouchPanning: boolean;
  99269. /**
  99270. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99271. * zoom (pinch) through multitouch.
  99272. */
  99273. multiTouchPanAndZoom: boolean;
  99274. /**
  99275. * Revers pinch action direction.
  99276. */
  99277. pinchInwards: boolean;
  99278. private _isPanClick;
  99279. private _twoFingerActivityCount;
  99280. private _isPinching;
  99281. /**
  99282. * Called on pointer POINTERMOVE event if only a single touch is active.
  99283. */
  99284. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99285. /**
  99286. * Called on pointer POINTERDOUBLETAP event.
  99287. */
  99288. protected onDoubleTap(type: string): void;
  99289. /**
  99290. * Called on pointer POINTERMOVE event if multiple touches are active.
  99291. */
  99292. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99293. /**
  99294. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99295. * press.
  99296. */
  99297. protected onButtonDown(evt: PointerEvent): void;
  99298. /**
  99299. * Called each time a new POINTERUP event occurs. Ie, for each button
  99300. * release.
  99301. */
  99302. protected onButtonUp(evt: PointerEvent): void;
  99303. /**
  99304. * Called when window becomes inactive.
  99305. */
  99306. protected onLostFocus(): void;
  99307. }
  99308. }
  99309. declare module BABYLON {
  99310. /**
  99311. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99312. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99313. */
  99314. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99315. /**
  99316. * Defines the camera the input is attached to.
  99317. */
  99318. camera: ArcRotateCamera;
  99319. /**
  99320. * Defines the list of key codes associated with the up action (increase alpha)
  99321. */
  99322. keysUp: number[];
  99323. /**
  99324. * Defines the list of key codes associated with the down action (decrease alpha)
  99325. */
  99326. keysDown: number[];
  99327. /**
  99328. * Defines the list of key codes associated with the left action (increase beta)
  99329. */
  99330. keysLeft: number[];
  99331. /**
  99332. * Defines the list of key codes associated with the right action (decrease beta)
  99333. */
  99334. keysRight: number[];
  99335. /**
  99336. * Defines the list of key codes associated with the reset action.
  99337. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99338. */
  99339. keysReset: number[];
  99340. /**
  99341. * Defines the panning sensibility of the inputs.
  99342. * (How fast is the camera paning)
  99343. */
  99344. panningSensibility: number;
  99345. /**
  99346. * Defines the zooming sensibility of the inputs.
  99347. * (How fast is the camera zooming)
  99348. */
  99349. zoomingSensibility: number;
  99350. /**
  99351. * Defines wether maintaining the alt key down switch the movement mode from
  99352. * orientation to zoom.
  99353. */
  99354. useAltToZoom: boolean;
  99355. /**
  99356. * Rotation speed of the camera
  99357. */
  99358. angularSpeed: number;
  99359. private _keys;
  99360. private _ctrlPressed;
  99361. private _altPressed;
  99362. private _onCanvasBlurObserver;
  99363. private _onKeyboardObserver;
  99364. private _engine;
  99365. private _scene;
  99366. /**
  99367. * Attach the input controls to a specific dom element to get the input from.
  99368. * @param element Defines the element the controls should be listened from
  99369. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99370. */
  99371. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99372. /**
  99373. * Detach the current controls from the specified dom element.
  99374. * @param element Defines the element to stop listening the inputs from
  99375. */
  99376. detachControl(element: Nullable<HTMLElement>): void;
  99377. /**
  99378. * Update the current camera state depending on the inputs that have been used this frame.
  99379. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99380. */
  99381. checkInputs(): void;
  99382. /**
  99383. * Gets the class name of the current intput.
  99384. * @returns the class name
  99385. */
  99386. getClassName(): string;
  99387. /**
  99388. * Get the friendly name associated with the input class.
  99389. * @returns the input friendly name
  99390. */
  99391. getSimpleName(): string;
  99392. }
  99393. }
  99394. declare module BABYLON {
  99395. /**
  99396. * Manage the mouse wheel inputs to control an arc rotate camera.
  99397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99398. */
  99399. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99400. /**
  99401. * Defines the camera the input is attached to.
  99402. */
  99403. camera: ArcRotateCamera;
  99404. /**
  99405. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99406. */
  99407. wheelPrecision: number;
  99408. /**
  99409. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99410. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99411. */
  99412. wheelDeltaPercentage: number;
  99413. private _wheel;
  99414. private _observer;
  99415. private computeDeltaFromMouseWheelLegacyEvent;
  99416. /**
  99417. * Attach the input controls to a specific dom element to get the input from.
  99418. * @param element Defines the element the controls should be listened from
  99419. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99420. */
  99421. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99422. /**
  99423. * Detach the current controls from the specified dom element.
  99424. * @param element Defines the element to stop listening the inputs from
  99425. */
  99426. detachControl(element: Nullable<HTMLElement>): void;
  99427. /**
  99428. * Gets the class name of the current intput.
  99429. * @returns the class name
  99430. */
  99431. getClassName(): string;
  99432. /**
  99433. * Get the friendly name associated with the input class.
  99434. * @returns the input friendly name
  99435. */
  99436. getSimpleName(): string;
  99437. }
  99438. }
  99439. declare module BABYLON {
  99440. /**
  99441. * Default Inputs manager for the ArcRotateCamera.
  99442. * It groups all the default supported inputs for ease of use.
  99443. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99444. */
  99445. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99446. /**
  99447. * Instantiates a new ArcRotateCameraInputsManager.
  99448. * @param camera Defines the camera the inputs belong to
  99449. */
  99450. constructor(camera: ArcRotateCamera);
  99451. /**
  99452. * Add mouse wheel input support to the input manager.
  99453. * @returns the current input manager
  99454. */
  99455. addMouseWheel(): ArcRotateCameraInputsManager;
  99456. /**
  99457. * Add pointers input support to the input manager.
  99458. * @returns the current input manager
  99459. */
  99460. addPointers(): ArcRotateCameraInputsManager;
  99461. /**
  99462. * Add keyboard input support to the input manager.
  99463. * @returns the current input manager
  99464. */
  99465. addKeyboard(): ArcRotateCameraInputsManager;
  99466. }
  99467. }
  99468. declare module BABYLON {
  99469. /**
  99470. * This represents an orbital type of camera.
  99471. *
  99472. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  99473. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  99474. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99475. */
  99476. export class ArcRotateCamera extends TargetCamera {
  99477. /**
  99478. * Defines the rotation angle of the camera along the longitudinal axis.
  99479. */
  99480. alpha: number;
  99481. /**
  99482. * Defines the rotation angle of the camera along the latitudinal axis.
  99483. */
  99484. beta: number;
  99485. /**
  99486. * Defines the radius of the camera from it s target point.
  99487. */
  99488. radius: number;
  99489. protected _target: Vector3;
  99490. protected _targetHost: Nullable<AbstractMesh>;
  99491. /**
  99492. * Defines the target point of the camera.
  99493. * The camera looks towards it form the radius distance.
  99494. */
  99495. target: Vector3;
  99496. /**
  99497. * Define the current local position of the camera in the scene
  99498. */
  99499. position: Vector3;
  99500. protected _upVector: Vector3;
  99501. protected _upToYMatrix: Matrix;
  99502. protected _YToUpMatrix: Matrix;
  99503. /**
  99504. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99505. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99506. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99507. */
  99508. upVector: Vector3;
  99509. /**
  99510. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99511. */
  99512. setMatUp(): void;
  99513. /**
  99514. * Current inertia value on the longitudinal axis.
  99515. * The bigger this number the longer it will take for the camera to stop.
  99516. */
  99517. inertialAlphaOffset: number;
  99518. /**
  99519. * Current inertia value on the latitudinal axis.
  99520. * The bigger this number the longer it will take for the camera to stop.
  99521. */
  99522. inertialBetaOffset: number;
  99523. /**
  99524. * Current inertia value on the radius axis.
  99525. * The bigger this number the longer it will take for the camera to stop.
  99526. */
  99527. inertialRadiusOffset: number;
  99528. /**
  99529. * Minimum allowed angle on the longitudinal axis.
  99530. * This can help limiting how the Camera is able to move in the scene.
  99531. */
  99532. lowerAlphaLimit: Nullable<number>;
  99533. /**
  99534. * Maximum allowed angle on the longitudinal axis.
  99535. * This can help limiting how the Camera is able to move in the scene.
  99536. */
  99537. upperAlphaLimit: Nullable<number>;
  99538. /**
  99539. * Minimum allowed angle on the latitudinal axis.
  99540. * This can help limiting how the Camera is able to move in the scene.
  99541. */
  99542. lowerBetaLimit: number;
  99543. /**
  99544. * Maximum allowed angle on the latitudinal axis.
  99545. * This can help limiting how the Camera is able to move in the scene.
  99546. */
  99547. upperBetaLimit: number;
  99548. /**
  99549. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99550. * This can help limiting how the Camera is able to move in the scene.
  99551. */
  99552. lowerRadiusLimit: Nullable<number>;
  99553. /**
  99554. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99555. * This can help limiting how the Camera is able to move in the scene.
  99556. */
  99557. upperRadiusLimit: Nullable<number>;
  99558. /**
  99559. * Defines the current inertia value used during panning of the camera along the X axis.
  99560. */
  99561. inertialPanningX: number;
  99562. /**
  99563. * Defines the current inertia value used during panning of the camera along the Y axis.
  99564. */
  99565. inertialPanningY: number;
  99566. /**
  99567. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99568. * Basically if your fingers moves away from more than this distance you will be considered
  99569. * in pinch mode.
  99570. */
  99571. pinchToPanMaxDistance: number;
  99572. /**
  99573. * Defines the maximum distance the camera can pan.
  99574. * This could help keeping the cammera always in your scene.
  99575. */
  99576. panningDistanceLimit: Nullable<number>;
  99577. /**
  99578. * Defines the target of the camera before paning.
  99579. */
  99580. panningOriginTarget: Vector3;
  99581. /**
  99582. * Defines the value of the inertia used during panning.
  99583. * 0 would mean stop inertia and one would mean no decelleration at all.
  99584. */
  99585. panningInertia: number;
  99586. /**
  99587. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99588. */
  99589. angularSensibilityX: number;
  99590. /**
  99591. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99592. */
  99593. angularSensibilityY: number;
  99594. /**
  99595. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99596. */
  99597. pinchPrecision: number;
  99598. /**
  99599. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99600. * It will be used instead of pinchDeltaPrecision if different from 0.
  99601. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99602. */
  99603. pinchDeltaPercentage: number;
  99604. /**
  99605. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99606. */
  99607. panningSensibility: number;
  99608. /**
  99609. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99610. */
  99611. keysUp: number[];
  99612. /**
  99613. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99614. */
  99615. keysDown: number[];
  99616. /**
  99617. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99618. */
  99619. keysLeft: number[];
  99620. /**
  99621. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99622. */
  99623. keysRight: number[];
  99624. /**
  99625. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99626. */
  99627. wheelPrecision: number;
  99628. /**
  99629. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99630. * It will be used instead of pinchDeltaPrecision if different from 0.
  99631. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99632. */
  99633. wheelDeltaPercentage: number;
  99634. /**
  99635. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99636. */
  99637. zoomOnFactor: number;
  99638. /**
  99639. * Defines a screen offset for the camera position.
  99640. */
  99641. targetScreenOffset: Vector2;
  99642. /**
  99643. * Allows the camera to be completely reversed.
  99644. * If false the camera can not arrive upside down.
  99645. */
  99646. allowUpsideDown: boolean;
  99647. /**
  99648. * Define if double tap/click is used to restore the previously saved state of the camera.
  99649. */
  99650. useInputToRestoreState: boolean;
  99651. /** @hidden */
  99652. _viewMatrix: Matrix;
  99653. /** @hidden */
  99654. _useCtrlForPanning: boolean;
  99655. /** @hidden */
  99656. _panningMouseButton: number;
  99657. /**
  99658. * Defines the input associated to the camera.
  99659. */
  99660. inputs: ArcRotateCameraInputsManager;
  99661. /** @hidden */
  99662. _reset: () => void;
  99663. /**
  99664. * Defines the allowed panning axis.
  99665. */
  99666. panningAxis: Vector3;
  99667. protected _localDirection: Vector3;
  99668. protected _transformedDirection: Vector3;
  99669. private _bouncingBehavior;
  99670. /**
  99671. * Gets the bouncing behavior of the camera if it has been enabled.
  99672. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99673. */
  99674. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99675. /**
  99676. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99677. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99678. */
  99679. useBouncingBehavior: boolean;
  99680. private _framingBehavior;
  99681. /**
  99682. * Gets the framing behavior of the camera if it has been enabled.
  99683. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99684. */
  99685. readonly framingBehavior: Nullable<FramingBehavior>;
  99686. /**
  99687. * Defines if the framing behavior of the camera is enabled on the camera.
  99688. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99689. */
  99690. useFramingBehavior: boolean;
  99691. private _autoRotationBehavior;
  99692. /**
  99693. * Gets the auto rotation behavior of the camera if it has been enabled.
  99694. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99695. */
  99696. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99697. /**
  99698. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99699. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99700. */
  99701. useAutoRotationBehavior: boolean;
  99702. /**
  99703. * Observable triggered when the mesh target has been changed on the camera.
  99704. */
  99705. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  99706. /**
  99707. * Event raised when the camera is colliding with a mesh.
  99708. */
  99709. onCollide: (collidedMesh: AbstractMesh) => void;
  99710. /**
  99711. * Defines whether the camera should check collision with the objects oh the scene.
  99712. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  99713. */
  99714. checkCollisions: boolean;
  99715. /**
  99716. * Defines the collision radius of the camera.
  99717. * This simulates a sphere around the camera.
  99718. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  99719. */
  99720. collisionRadius: Vector3;
  99721. protected _collider: Collider;
  99722. protected _previousPosition: Vector3;
  99723. protected _collisionVelocity: Vector3;
  99724. protected _newPosition: Vector3;
  99725. protected _previousAlpha: number;
  99726. protected _previousBeta: number;
  99727. protected _previousRadius: number;
  99728. protected _collisionTriggered: boolean;
  99729. protected _targetBoundingCenter: Nullable<Vector3>;
  99730. private _computationVector;
  99731. /**
  99732. * Instantiates a new ArcRotateCamera in a given scene
  99733. * @param name Defines the name of the camera
  99734. * @param alpha Defines the camera rotation along the logitudinal axis
  99735. * @param beta Defines the camera rotation along the latitudinal axis
  99736. * @param radius Defines the camera distance from its target
  99737. * @param target Defines the camera target
  99738. * @param scene Defines the scene the camera belongs to
  99739. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  99740. */
  99741. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  99742. /** @hidden */
  99743. _initCache(): void;
  99744. /** @hidden */
  99745. _updateCache(ignoreParentClass?: boolean): void;
  99746. protected _getTargetPosition(): Vector3;
  99747. private _storedAlpha;
  99748. private _storedBeta;
  99749. private _storedRadius;
  99750. private _storedTarget;
  99751. /**
  99752. * Stores the current state of the camera (alpha, beta, radius and target)
  99753. * @returns the camera itself
  99754. */
  99755. storeState(): Camera;
  99756. /**
  99757. * @hidden
  99758. * Restored camera state. You must call storeState() first
  99759. */
  99760. _restoreStateValues(): boolean;
  99761. /** @hidden */
  99762. _isSynchronizedViewMatrix(): boolean;
  99763. /**
  99764. * Attached controls to the current camera.
  99765. * @param element Defines the element the controls should be listened from
  99766. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99767. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  99768. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  99769. */
  99770. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  99771. /**
  99772. * Detach the current controls from the camera.
  99773. * The camera will stop reacting to inputs.
  99774. * @param element Defines the element to stop listening the inputs from
  99775. */
  99776. detachControl(element: HTMLElement): void;
  99777. /** @hidden */
  99778. _checkInputs(): void;
  99779. protected _checkLimits(): void;
  99780. /**
  99781. * Rebuilds angles (alpha, beta) and radius from the give position and target
  99782. */
  99783. rebuildAnglesAndRadius(): void;
  99784. /**
  99785. * Use a position to define the current camera related information like aplha, beta and radius
  99786. * @param position Defines the position to set the camera at
  99787. */
  99788. setPosition(position: Vector3): void;
  99789. /**
  99790. * Defines the target the camera should look at.
  99791. * This will automatically adapt alpha beta and radius to fit within the new target.
  99792. * @param target Defines the new target as a Vector or a mesh
  99793. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  99794. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  99795. */
  99796. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  99797. /** @hidden */
  99798. _getViewMatrix(): Matrix;
  99799. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  99800. /**
  99801. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  99802. * @param meshes Defines the mesh to zoom on
  99803. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  99804. */
  99805. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  99806. /**
  99807. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  99808. * The target will be changed but the radius
  99809. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  99810. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  99811. */
  99812. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  99813. min: Vector3;
  99814. max: Vector3;
  99815. distance: number;
  99816. }, doNotUpdateMaxZ?: boolean): void;
  99817. /**
  99818. * @override
  99819. * Override Camera.createRigCamera
  99820. */
  99821. createRigCamera(name: string, cameraIndex: number): Camera;
  99822. /**
  99823. * @hidden
  99824. * @override
  99825. * Override Camera._updateRigCameras
  99826. */
  99827. _updateRigCameras(): void;
  99828. /**
  99829. * Destroy the camera and release the current resources hold by it.
  99830. */
  99831. dispose(): void;
  99832. /**
  99833. * Gets the current object class name.
  99834. * @return the class name
  99835. */
  99836. getClassName(): string;
  99837. }
  99838. }
  99839. declare module BABYLON {
  99840. /**
  99841. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  99842. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99843. */
  99844. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  99845. /**
  99846. * Gets the name of the behavior.
  99847. */
  99848. readonly name: string;
  99849. private _zoomStopsAnimation;
  99850. private _idleRotationSpeed;
  99851. private _idleRotationWaitTime;
  99852. private _idleRotationSpinupTime;
  99853. /**
  99854. * Sets the flag that indicates if user zooming should stop animation.
  99855. */
  99856. /**
  99857. * Gets the flag that indicates if user zooming should stop animation.
  99858. */
  99859. zoomStopsAnimation: boolean;
  99860. /**
  99861. * Sets the default speed at which the camera rotates around the model.
  99862. */
  99863. /**
  99864. * Gets the default speed at which the camera rotates around the model.
  99865. */
  99866. idleRotationSpeed: number;
  99867. /**
  99868. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  99869. */
  99870. /**
  99871. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  99872. */
  99873. idleRotationWaitTime: number;
  99874. /**
  99875. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99876. */
  99877. /**
  99878. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  99879. */
  99880. idleRotationSpinupTime: number;
  99881. /**
  99882. * Gets a value indicating if the camera is currently rotating because of this behavior
  99883. */
  99884. readonly rotationInProgress: boolean;
  99885. private _onPrePointerObservableObserver;
  99886. private _onAfterCheckInputsObserver;
  99887. private _attachedCamera;
  99888. private _isPointerDown;
  99889. private _lastFrameTime;
  99890. private _lastInteractionTime;
  99891. private _cameraRotationSpeed;
  99892. /**
  99893. * Initializes the behavior.
  99894. */
  99895. init(): void;
  99896. /**
  99897. * Attaches the behavior to its arc rotate camera.
  99898. * @param camera Defines the camera to attach the behavior to
  99899. */
  99900. attach(camera: ArcRotateCamera): void;
  99901. /**
  99902. * Detaches the behavior from its current arc rotate camera.
  99903. */
  99904. detach(): void;
  99905. /**
  99906. * Returns true if user is scrolling.
  99907. * @return true if user is scrolling.
  99908. */
  99909. private _userIsZooming;
  99910. private _lastFrameRadius;
  99911. private _shouldAnimationStopForInteraction;
  99912. /**
  99913. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99914. */
  99915. private _applyUserInteraction;
  99916. private _userIsMoving;
  99917. }
  99918. }
  99919. declare module BABYLON {
  99920. /**
  99921. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  99922. */
  99923. export class AttachToBoxBehavior implements Behavior<Mesh> {
  99924. private ui;
  99925. /**
  99926. * The name of the behavior
  99927. */
  99928. name: string;
  99929. /**
  99930. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  99931. */
  99932. distanceAwayFromFace: number;
  99933. /**
  99934. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  99935. */
  99936. distanceAwayFromBottomOfFace: number;
  99937. private _faceVectors;
  99938. private _target;
  99939. private _scene;
  99940. private _onRenderObserver;
  99941. private _tmpMatrix;
  99942. private _tmpVector;
  99943. /**
  99944. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  99945. * @param ui The transform node that should be attched to the mesh
  99946. */
  99947. constructor(ui: TransformNode);
  99948. /**
  99949. * Initializes the behavior
  99950. */
  99951. init(): void;
  99952. private _closestFace;
  99953. private _zeroVector;
  99954. private _lookAtTmpMatrix;
  99955. private _lookAtToRef;
  99956. /**
  99957. * Attaches the AttachToBoxBehavior to the passed in mesh
  99958. * @param target The mesh that the specified node will be attached to
  99959. */
  99960. attach(target: Mesh): void;
  99961. /**
  99962. * Detaches the behavior from the mesh
  99963. */
  99964. detach(): void;
  99965. }
  99966. }
  99967. declare module BABYLON {
  99968. /**
  99969. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  99970. */
  99971. export class FadeInOutBehavior implements Behavior<Mesh> {
  99972. /**
  99973. * Time in milliseconds to delay before fading in (Default: 0)
  99974. */
  99975. delay: number;
  99976. /**
  99977. * Time in milliseconds for the mesh to fade in (Default: 300)
  99978. */
  99979. fadeInTime: number;
  99980. private _millisecondsPerFrame;
  99981. private _hovered;
  99982. private _hoverValue;
  99983. private _ownerNode;
  99984. /**
  99985. * Instatiates the FadeInOutBehavior
  99986. */
  99987. constructor();
  99988. /**
  99989. * The name of the behavior
  99990. */
  99991. readonly name: string;
  99992. /**
  99993. * Initializes the behavior
  99994. */
  99995. init(): void;
  99996. /**
  99997. * Attaches the fade behavior on the passed in mesh
  99998. * @param ownerNode The mesh that will be faded in/out once attached
  99999. */
  100000. attach(ownerNode: Mesh): void;
  100001. /**
  100002. * Detaches the behavior from the mesh
  100003. */
  100004. detach(): void;
  100005. /**
  100006. * Triggers the mesh to begin fading in or out
  100007. * @param value if the object should fade in or out (true to fade in)
  100008. */
  100009. fadeIn(value: boolean): void;
  100010. private _update;
  100011. private _setAllVisibility;
  100012. }
  100013. }
  100014. declare module BABYLON {
  100015. /**
  100016. * Class containing a set of static utilities functions for managing Pivots
  100017. * @hidden
  100018. */
  100019. export class PivotTools {
  100020. private static _PivotCached;
  100021. private static _OldPivotPoint;
  100022. private static _PivotTranslation;
  100023. private static _PivotTmpVector;
  100024. /** @hidden */
  100025. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100026. /** @hidden */
  100027. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100028. }
  100029. }
  100030. declare module BABYLON {
  100031. /**
  100032. * Class containing static functions to help procedurally build meshes
  100033. */
  100034. export class PlaneBuilder {
  100035. /**
  100036. * Creates a plane mesh
  100037. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100038. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100039. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100040. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100041. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  100042. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100043. * @param name defines the name of the mesh
  100044. * @param options defines the options used to create the mesh
  100045. * @param scene defines the hosting scene
  100046. * @returns the plane mesh
  100047. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100048. */
  100049. static CreatePlane(name: string, options: {
  100050. size?: number;
  100051. width?: number;
  100052. height?: number;
  100053. sideOrientation?: number;
  100054. frontUVs?: Vector4;
  100055. backUVs?: Vector4;
  100056. updatable?: boolean;
  100057. sourcePlane?: Plane;
  100058. }, scene?: Nullable<Scene>): Mesh;
  100059. }
  100060. }
  100061. declare module BABYLON {
  100062. /**
  100063. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100064. */
  100065. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100066. private static _AnyMouseID;
  100067. /**
  100068. * Abstract mesh the behavior is set on
  100069. */
  100070. attachedNode: AbstractMesh;
  100071. private _dragPlane;
  100072. private _scene;
  100073. private _pointerObserver;
  100074. private _beforeRenderObserver;
  100075. private static _planeScene;
  100076. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100077. /**
  100078. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  100079. */
  100080. maxDragAngle: number;
  100081. /**
  100082. * @hidden
  100083. */
  100084. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100085. /**
  100086. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100087. */
  100088. currentDraggingPointerID: number;
  100089. /**
  100090. * The last position where the pointer hit the drag plane in world space
  100091. */
  100092. lastDragPosition: Vector3;
  100093. /**
  100094. * If the behavior is currently in a dragging state
  100095. */
  100096. dragging: boolean;
  100097. /**
  100098. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100099. */
  100100. dragDeltaRatio: number;
  100101. /**
  100102. * If the drag plane orientation should be updated during the dragging (Default: true)
  100103. */
  100104. updateDragPlane: boolean;
  100105. private _debugMode;
  100106. private _moving;
  100107. /**
  100108. * Fires each time the attached mesh is dragged with the pointer
  100109. * * delta between last drag position and current drag position in world space
  100110. * * dragDistance along the drag axis
  100111. * * dragPlaneNormal normal of the current drag plane used during the drag
  100112. * * dragPlanePoint in world space where the drag intersects the drag plane
  100113. */
  100114. onDragObservable: Observable<{
  100115. delta: Vector3;
  100116. dragPlanePoint: Vector3;
  100117. dragPlaneNormal: Vector3;
  100118. dragDistance: number;
  100119. pointerId: number;
  100120. }>;
  100121. /**
  100122. * Fires each time a drag begins (eg. mouse down on mesh)
  100123. */
  100124. onDragStartObservable: Observable<{
  100125. dragPlanePoint: Vector3;
  100126. pointerId: number;
  100127. }>;
  100128. /**
  100129. * Fires each time a drag ends (eg. mouse release after drag)
  100130. */
  100131. onDragEndObservable: Observable<{
  100132. dragPlanePoint: Vector3;
  100133. pointerId: number;
  100134. }>;
  100135. /**
  100136. * If the attached mesh should be moved when dragged
  100137. */
  100138. moveAttached: boolean;
  100139. /**
  100140. * If the drag behavior will react to drag events (Default: true)
  100141. */
  100142. enabled: boolean;
  100143. /**
  100144. * If pointer events should start and release the drag (Default: true)
  100145. */
  100146. startAndReleaseDragOnPointerEvents: boolean;
  100147. /**
  100148. * If camera controls should be detached during the drag
  100149. */
  100150. detachCameraControls: boolean;
  100151. /**
  100152. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100153. */
  100154. useObjectOrienationForDragging: boolean;
  100155. private _options;
  100156. /**
  100157. * Creates a pointer drag behavior that can be attached to a mesh
  100158. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  100159. */
  100160. constructor(options?: {
  100161. dragAxis?: Vector3;
  100162. dragPlaneNormal?: Vector3;
  100163. });
  100164. /**
  100165. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100166. */
  100167. validateDrag: (targetPosition: Vector3) => boolean;
  100168. /**
  100169. * The name of the behavior
  100170. */
  100171. readonly name: string;
  100172. /**
  100173. * Initializes the behavior
  100174. */
  100175. init(): void;
  100176. private _tmpVector;
  100177. private _alternatePickedPoint;
  100178. private _worldDragAxis;
  100179. private _targetPosition;
  100180. private _attachedElement;
  100181. /**
  100182. * Attaches the drag behavior the passed in mesh
  100183. * @param ownerNode The mesh that will be dragged around once attached
  100184. */
  100185. attach(ownerNode: AbstractMesh): void;
  100186. /**
  100187. * Force relase the drag action by code.
  100188. */
  100189. releaseDrag(): void;
  100190. private _startDragRay;
  100191. private _lastPointerRay;
  100192. /**
  100193. * Simulates the start of a pointer drag event on the behavior
  100194. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100195. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100196. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100197. */
  100198. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100199. private _startDrag;
  100200. private _dragDelta;
  100201. private _moveDrag;
  100202. private _pickWithRayOnDragPlane;
  100203. private _pointA;
  100204. private _pointB;
  100205. private _pointC;
  100206. private _lineA;
  100207. private _lineB;
  100208. private _localAxis;
  100209. private _lookAt;
  100210. private _updateDragPlanePosition;
  100211. /**
  100212. * Detaches the behavior from the mesh
  100213. */
  100214. detach(): void;
  100215. }
  100216. }
  100217. declare module BABYLON {
  100218. /**
  100219. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100220. */
  100221. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100222. private _dragBehaviorA;
  100223. private _dragBehaviorB;
  100224. private _startDistance;
  100225. private _initialScale;
  100226. private _targetScale;
  100227. private _ownerNode;
  100228. private _sceneRenderObserver;
  100229. /**
  100230. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100231. */
  100232. constructor();
  100233. /**
  100234. * The name of the behavior
  100235. */
  100236. readonly name: string;
  100237. /**
  100238. * Initializes the behavior
  100239. */
  100240. init(): void;
  100241. private _getCurrentDistance;
  100242. /**
  100243. * Attaches the scale behavior the passed in mesh
  100244. * @param ownerNode The mesh that will be scaled around once attached
  100245. */
  100246. attach(ownerNode: Mesh): void;
  100247. /**
  100248. * Detaches the behavior from the mesh
  100249. */
  100250. detach(): void;
  100251. }
  100252. }
  100253. declare module BABYLON {
  100254. /**
  100255. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  100256. */
  100257. export class SixDofDragBehavior implements Behavior<Mesh> {
  100258. private static _virtualScene;
  100259. private _ownerNode;
  100260. private _sceneRenderObserver;
  100261. private _scene;
  100262. private _targetPosition;
  100263. private _virtualOriginMesh;
  100264. private _virtualDragMesh;
  100265. private _pointerObserver;
  100266. private _moving;
  100267. private _startingOrientation;
  100268. /**
  100269. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  100270. */
  100271. private zDragFactor;
  100272. /**
  100273. * If the object should rotate to face the drag origin
  100274. */
  100275. rotateDraggedObject: boolean;
  100276. /**
  100277. * If the behavior is currently in a dragging state
  100278. */
  100279. dragging: boolean;
  100280. /**
  100281. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100282. */
  100283. dragDeltaRatio: number;
  100284. /**
  100285. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100286. */
  100287. currentDraggingPointerID: number;
  100288. /**
  100289. * If camera controls should be detached during the drag
  100290. */
  100291. detachCameraControls: boolean;
  100292. /**
  100293. * Fires each time a drag starts
  100294. */
  100295. onDragStartObservable: Observable<{}>;
  100296. /**
  100297. * Fires each time a drag ends (eg. mouse release after drag)
  100298. */
  100299. onDragEndObservable: Observable<{}>;
  100300. /**
  100301. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  100302. */
  100303. constructor();
  100304. /**
  100305. * The name of the behavior
  100306. */
  100307. readonly name: string;
  100308. /**
  100309. * Initializes the behavior
  100310. */
  100311. init(): void;
  100312. /**
  100313. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100314. */
  100315. private readonly _pointerCamera;
  100316. /**
  100317. * Attaches the scale behavior the passed in mesh
  100318. * @param ownerNode The mesh that will be scaled around once attached
  100319. */
  100320. attach(ownerNode: Mesh): void;
  100321. /**
  100322. * Detaches the behavior from the mesh
  100323. */
  100324. detach(): void;
  100325. }
  100326. }
  100327. declare module BABYLON {
  100328. /**
  100329. * Class used to apply inverse kinematics to bones
  100330. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100331. */
  100332. export class BoneIKController {
  100333. private static _tmpVecs;
  100334. private static _tmpQuat;
  100335. private static _tmpMats;
  100336. /**
  100337. * Gets or sets the target mesh
  100338. */
  100339. targetMesh: AbstractMesh;
  100340. /** Gets or sets the mesh used as pole */
  100341. poleTargetMesh: AbstractMesh;
  100342. /**
  100343. * Gets or sets the bone used as pole
  100344. */
  100345. poleTargetBone: Nullable<Bone>;
  100346. /**
  100347. * Gets or sets the target position
  100348. */
  100349. targetPosition: Vector3;
  100350. /**
  100351. * Gets or sets the pole target position
  100352. */
  100353. poleTargetPosition: Vector3;
  100354. /**
  100355. * Gets or sets the pole target local offset
  100356. */
  100357. poleTargetLocalOffset: Vector3;
  100358. /**
  100359. * Gets or sets the pole angle
  100360. */
  100361. poleAngle: number;
  100362. /**
  100363. * Gets or sets the mesh associated with the controller
  100364. */
  100365. mesh: AbstractMesh;
  100366. /**
  100367. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  100368. */
  100369. slerpAmount: number;
  100370. private _bone1Quat;
  100371. private _bone1Mat;
  100372. private _bone2Ang;
  100373. private _bone1;
  100374. private _bone2;
  100375. private _bone1Length;
  100376. private _bone2Length;
  100377. private _maxAngle;
  100378. private _maxReach;
  100379. private _rightHandedSystem;
  100380. private _bendAxis;
  100381. private _slerping;
  100382. private _adjustRoll;
  100383. /**
  100384. * Gets or sets maximum allowed angle
  100385. */
  100386. maxAngle: number;
  100387. /**
  100388. * Creates a new BoneIKController
  100389. * @param mesh defines the mesh to control
  100390. * @param bone defines the bone to control
  100391. * @param options defines options to set up the controller
  100392. */
  100393. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100394. targetMesh?: AbstractMesh;
  100395. poleTargetMesh?: AbstractMesh;
  100396. poleTargetBone?: Bone;
  100397. poleTargetLocalOffset?: Vector3;
  100398. poleAngle?: number;
  100399. bendAxis?: Vector3;
  100400. maxAngle?: number;
  100401. slerpAmount?: number;
  100402. });
  100403. private _setMaxAngle;
  100404. /**
  100405. * Force the controller to update the bones
  100406. */
  100407. update(): void;
  100408. }
  100409. }
  100410. declare module BABYLON {
  100411. /**
  100412. * Class used to make a bone look toward a point in space
  100413. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100414. */
  100415. export class BoneLookController {
  100416. private static _tmpVecs;
  100417. private static _tmpQuat;
  100418. private static _tmpMats;
  100419. /**
  100420. * The target Vector3 that the bone will look at
  100421. */
  100422. target: Vector3;
  100423. /**
  100424. * The mesh that the bone is attached to
  100425. */
  100426. mesh: AbstractMesh;
  100427. /**
  100428. * The bone that will be looking to the target
  100429. */
  100430. bone: Bone;
  100431. /**
  100432. * The up axis of the coordinate system that is used when the bone is rotated
  100433. */
  100434. upAxis: Vector3;
  100435. /**
  100436. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100437. */
  100438. upAxisSpace: Space;
  100439. /**
  100440. * Used to make an adjustment to the yaw of the bone
  100441. */
  100442. adjustYaw: number;
  100443. /**
  100444. * Used to make an adjustment to the pitch of the bone
  100445. */
  100446. adjustPitch: number;
  100447. /**
  100448. * Used to make an adjustment to the roll of the bone
  100449. */
  100450. adjustRoll: number;
  100451. /**
  100452. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  100453. */
  100454. slerpAmount: number;
  100455. private _minYaw;
  100456. private _maxYaw;
  100457. private _minPitch;
  100458. private _maxPitch;
  100459. private _minYawSin;
  100460. private _minYawCos;
  100461. private _maxYawSin;
  100462. private _maxYawCos;
  100463. private _midYawConstraint;
  100464. private _minPitchTan;
  100465. private _maxPitchTan;
  100466. private _boneQuat;
  100467. private _slerping;
  100468. private _transformYawPitch;
  100469. private _transformYawPitchInv;
  100470. private _firstFrameSkipped;
  100471. private _yawRange;
  100472. private _fowardAxis;
  100473. /**
  100474. * Gets or sets the minimum yaw angle that the bone can look to
  100475. */
  100476. minYaw: number;
  100477. /**
  100478. * Gets or sets the maximum yaw angle that the bone can look to
  100479. */
  100480. maxYaw: number;
  100481. /**
  100482. * Gets or sets the minimum pitch angle that the bone can look to
  100483. */
  100484. minPitch: number;
  100485. /**
  100486. * Gets or sets the maximum pitch angle that the bone can look to
  100487. */
  100488. maxPitch: number;
  100489. /**
  100490. * Create a BoneLookController
  100491. * @param mesh the mesh that the bone belongs to
  100492. * @param bone the bone that will be looking to the target
  100493. * @param target the target Vector3 to look at
  100494. * @param options optional settings:
  100495. * * maxYaw: the maximum angle the bone will yaw to
  100496. * * minYaw: the minimum angle the bone will yaw to
  100497. * * maxPitch: the maximum angle the bone will pitch to
  100498. * * minPitch: the minimum angle the bone will yaw to
  100499. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100500. * * upAxis: the up axis of the coordinate system
  100501. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100502. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100503. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100504. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100505. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100506. * * adjustRoll: used to make an adjustment to the roll of the bone
  100507. **/
  100508. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100509. maxYaw?: number;
  100510. minYaw?: number;
  100511. maxPitch?: number;
  100512. minPitch?: number;
  100513. slerpAmount?: number;
  100514. upAxis?: Vector3;
  100515. upAxisSpace?: Space;
  100516. yawAxis?: Vector3;
  100517. pitchAxis?: Vector3;
  100518. adjustYaw?: number;
  100519. adjustPitch?: number;
  100520. adjustRoll?: number;
  100521. });
  100522. /**
  100523. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100524. */
  100525. update(): void;
  100526. private _getAngleDiff;
  100527. private _getAngleBetween;
  100528. private _isAngleBetween;
  100529. }
  100530. }
  100531. declare module BABYLON {
  100532. /**
  100533. * Manage the gamepad inputs to control an arc rotate camera.
  100534. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100535. */
  100536. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100537. /**
  100538. * Defines the camera the input is attached to.
  100539. */
  100540. camera: ArcRotateCamera;
  100541. /**
  100542. * Defines the gamepad the input is gathering event from.
  100543. */
  100544. gamepad: Nullable<Gamepad>;
  100545. /**
  100546. * Defines the gamepad rotation sensiblity.
  100547. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100548. */
  100549. gamepadRotationSensibility: number;
  100550. /**
  100551. * Defines the gamepad move sensiblity.
  100552. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100553. */
  100554. gamepadMoveSensibility: number;
  100555. private _onGamepadConnectedObserver;
  100556. private _onGamepadDisconnectedObserver;
  100557. /**
  100558. * Attach the input controls to a specific dom element to get the input from.
  100559. * @param element Defines the element the controls should be listened from
  100560. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100561. */
  100562. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100563. /**
  100564. * Detach the current controls from the specified dom element.
  100565. * @param element Defines the element to stop listening the inputs from
  100566. */
  100567. detachControl(element: Nullable<HTMLElement>): void;
  100568. /**
  100569. * Update the current camera state depending on the inputs that have been used this frame.
  100570. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100571. */
  100572. checkInputs(): void;
  100573. /**
  100574. * Gets the class name of the current intput.
  100575. * @returns the class name
  100576. */
  100577. getClassName(): string;
  100578. /**
  100579. * Get the friendly name associated with the input class.
  100580. * @returns the input friendly name
  100581. */
  100582. getSimpleName(): string;
  100583. }
  100584. }
  100585. declare module BABYLON {
  100586. interface ArcRotateCameraInputsManager {
  100587. /**
  100588. * Add orientation input support to the input manager.
  100589. * @returns the current input manager
  100590. */
  100591. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100592. }
  100593. /**
  100594. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100595. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100596. */
  100597. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100598. /**
  100599. * Defines the camera the input is attached to.
  100600. */
  100601. camera: ArcRotateCamera;
  100602. /**
  100603. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100604. */
  100605. alphaCorrection: number;
  100606. /**
  100607. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100608. */
  100609. gammaCorrection: number;
  100610. private _alpha;
  100611. private _gamma;
  100612. private _dirty;
  100613. private _deviceOrientationHandler;
  100614. /**
  100615. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100616. */
  100617. constructor();
  100618. /**
  100619. * Attach the input controls to a specific dom element to get the input from.
  100620. * @param element Defines the element the controls should be listened from
  100621. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100622. */
  100623. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100624. /** @hidden */
  100625. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100626. /**
  100627. * Update the current camera state depending on the inputs that have been used this frame.
  100628. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100629. */
  100630. checkInputs(): void;
  100631. /**
  100632. * Detach the current controls from the specified dom element.
  100633. * @param element Defines the element to stop listening the inputs from
  100634. */
  100635. detachControl(element: Nullable<HTMLElement>): void;
  100636. /**
  100637. * Gets the class name of the current intput.
  100638. * @returns the class name
  100639. */
  100640. getClassName(): string;
  100641. /**
  100642. * Get the friendly name associated with the input class.
  100643. * @returns the input friendly name
  100644. */
  100645. getSimpleName(): string;
  100646. }
  100647. }
  100648. declare module BABYLON {
  100649. /**
  100650. * Listen to mouse events to control the camera.
  100651. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100652. */
  100653. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100654. /**
  100655. * Defines the camera the input is attached to.
  100656. */
  100657. camera: FlyCamera;
  100658. /**
  100659. * Defines if touch is enabled. (Default is true.)
  100660. */
  100661. touchEnabled: boolean;
  100662. /**
  100663. * Defines the buttons associated with the input to handle camera rotation.
  100664. */
  100665. buttons: number[];
  100666. /**
  100667. * Assign buttons for Yaw control.
  100668. */
  100669. buttonsYaw: number[];
  100670. /**
  100671. * Assign buttons for Pitch control.
  100672. */
  100673. buttonsPitch: number[];
  100674. /**
  100675. * Assign buttons for Roll control.
  100676. */
  100677. buttonsRoll: number[];
  100678. /**
  100679. * Detect if any button is being pressed while mouse is moved.
  100680. * -1 = Mouse locked.
  100681. * 0 = Left button.
  100682. * 1 = Middle Button.
  100683. * 2 = Right Button.
  100684. */
  100685. activeButton: number;
  100686. /**
  100687. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100688. * Higher values reduce its sensitivity.
  100689. */
  100690. angularSensibility: number;
  100691. private _mousemoveCallback;
  100692. private _observer;
  100693. private _rollObserver;
  100694. private previousPosition;
  100695. private noPreventDefault;
  100696. private element;
  100697. /**
  100698. * Listen to mouse events to control the camera.
  100699. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100700. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100701. */
  100702. constructor(touchEnabled?: boolean);
  100703. /**
  100704. * Attach the mouse control to the HTML DOM element.
  100705. * @param element Defines the element that listens to the input events.
  100706. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  100707. */
  100708. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100709. /**
  100710. * Detach the current controls from the specified dom element.
  100711. * @param element Defines the element to stop listening the inputs from
  100712. */
  100713. detachControl(element: Nullable<HTMLElement>): void;
  100714. /**
  100715. * Gets the class name of the current input.
  100716. * @returns the class name.
  100717. */
  100718. getClassName(): string;
  100719. /**
  100720. * Get the friendly name associated with the input class.
  100721. * @returns the input's friendly name.
  100722. */
  100723. getSimpleName(): string;
  100724. private _pointerInput;
  100725. private _onMouseMove;
  100726. /**
  100727. * Rotate camera by mouse offset.
  100728. */
  100729. private rotateCamera;
  100730. }
  100731. }
  100732. declare module BABYLON {
  100733. /**
  100734. * Default Inputs manager for the FlyCamera.
  100735. * It groups all the default supported inputs for ease of use.
  100736. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100737. */
  100738. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  100739. /**
  100740. * Instantiates a new FlyCameraInputsManager.
  100741. * @param camera Defines the camera the inputs belong to.
  100742. */
  100743. constructor(camera: FlyCamera);
  100744. /**
  100745. * Add keyboard input support to the input manager.
  100746. * @returns the new FlyCameraKeyboardMoveInput().
  100747. */
  100748. addKeyboard(): FlyCameraInputsManager;
  100749. /**
  100750. * Add mouse input support to the input manager.
  100751. * @param touchEnabled Enable touch screen support.
  100752. * @returns the new FlyCameraMouseInput().
  100753. */
  100754. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  100755. }
  100756. }
  100757. declare module BABYLON {
  100758. /**
  100759. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100760. * such as in a 3D Space Shooter or a Flight Simulator.
  100761. */
  100762. export class FlyCamera extends TargetCamera {
  100763. /**
  100764. * Define the collision ellipsoid of the camera.
  100765. * This is helpful for simulating a camera body, like a player's body.
  100766. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100767. */
  100768. ellipsoid: Vector3;
  100769. /**
  100770. * Define an offset for the position of the ellipsoid around the camera.
  100771. * This can be helpful if the camera is attached away from the player's body center,
  100772. * such as at its head.
  100773. */
  100774. ellipsoidOffset: Vector3;
  100775. /**
  100776. * Enable or disable collisions of the camera with the rest of the scene objects.
  100777. */
  100778. checkCollisions: boolean;
  100779. /**
  100780. * Enable or disable gravity on the camera.
  100781. */
  100782. applyGravity: boolean;
  100783. /**
  100784. * Define the current direction the camera is moving to.
  100785. */
  100786. cameraDirection: Vector3;
  100787. /**
  100788. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  100789. * This overrides and empties cameraRotation.
  100790. */
  100791. rotationQuaternion: Quaternion;
  100792. /**
  100793. * Track Roll to maintain the wanted Rolling when looking around.
  100794. */
  100795. _trackRoll: number;
  100796. /**
  100797. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  100798. */
  100799. rollCorrect: number;
  100800. /**
  100801. * Mimic a banked turn, Rolling the camera when Yawing.
  100802. * It's recommended to use rollCorrect = 10 for faster banking correction.
  100803. */
  100804. bankedTurn: boolean;
  100805. /**
  100806. * Limit in radians for how much Roll banking will add. (Default: 90°)
  100807. */
  100808. bankedTurnLimit: number;
  100809. /**
  100810. * Value of 0 disables the banked Roll.
  100811. * Value of 1 is equal to the Yaw angle in radians.
  100812. */
  100813. bankedTurnMultiplier: number;
  100814. /**
  100815. * The inputs manager loads all the input sources, such as keyboard and mouse.
  100816. */
  100817. inputs: FlyCameraInputsManager;
  100818. /**
  100819. * Gets the input sensibility for mouse input.
  100820. * Higher values reduce sensitivity.
  100821. */
  100822. /**
  100823. * Sets the input sensibility for a mouse input.
  100824. * Higher values reduce sensitivity.
  100825. */
  100826. angularSensibility: number;
  100827. /**
  100828. * Get the keys for camera movement forward.
  100829. */
  100830. /**
  100831. * Set the keys for camera movement forward.
  100832. */
  100833. keysForward: number[];
  100834. /**
  100835. * Get the keys for camera movement backward.
  100836. */
  100837. keysBackward: number[];
  100838. /**
  100839. * Get the keys for camera movement up.
  100840. */
  100841. /**
  100842. * Set the keys for camera movement up.
  100843. */
  100844. keysUp: number[];
  100845. /**
  100846. * Get the keys for camera movement down.
  100847. */
  100848. /**
  100849. * Set the keys for camera movement down.
  100850. */
  100851. keysDown: number[];
  100852. /**
  100853. * Get the keys for camera movement left.
  100854. */
  100855. /**
  100856. * Set the keys for camera movement left.
  100857. */
  100858. keysLeft: number[];
  100859. /**
  100860. * Set the keys for camera movement right.
  100861. */
  100862. /**
  100863. * Set the keys for camera movement right.
  100864. */
  100865. keysRight: number[];
  100866. /**
  100867. * Event raised when the camera collides with a mesh in the scene.
  100868. */
  100869. onCollide: (collidedMesh: AbstractMesh) => void;
  100870. private _collider;
  100871. private _needMoveForGravity;
  100872. private _oldPosition;
  100873. private _diffPosition;
  100874. private _newPosition;
  100875. /** @hidden */
  100876. _localDirection: Vector3;
  100877. /** @hidden */
  100878. _transformedDirection: Vector3;
  100879. /**
  100880. * Instantiates a FlyCamera.
  100881. * This is a flying camera, designed for 3D movement and rotation in all directions,
  100882. * such as in a 3D Space Shooter or a Flight Simulator.
  100883. * @param name Define the name of the camera in the scene.
  100884. * @param position Define the starting position of the camera in the scene.
  100885. * @param scene Define the scene the camera belongs to.
  100886. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  100887. */
  100888. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100889. /**
  100890. * Attach a control to the HTML DOM element.
  100891. * @param element Defines the element that listens to the input events.
  100892. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  100893. */
  100894. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100895. /**
  100896. * Detach a control from the HTML DOM element.
  100897. * The camera will stop reacting to that input.
  100898. * @param element Defines the element that listens to the input events.
  100899. */
  100900. detachControl(element: HTMLElement): void;
  100901. private _collisionMask;
  100902. /**
  100903. * Get the mask that the camera ignores in collision events.
  100904. */
  100905. /**
  100906. * Set the mask that the camera ignores in collision events.
  100907. */
  100908. collisionMask: number;
  100909. /** @hidden */
  100910. _collideWithWorld(displacement: Vector3): void;
  100911. /** @hidden */
  100912. private _onCollisionPositionChange;
  100913. /** @hidden */
  100914. _checkInputs(): void;
  100915. /** @hidden */
  100916. _decideIfNeedsToMove(): boolean;
  100917. /** @hidden */
  100918. _updatePosition(): void;
  100919. /**
  100920. * Restore the Roll to its target value at the rate specified.
  100921. * @param rate - Higher means slower restoring.
  100922. * @hidden
  100923. */
  100924. restoreRoll(rate: number): void;
  100925. /**
  100926. * Destroy the camera and release the current resources held by it.
  100927. */
  100928. dispose(): void;
  100929. /**
  100930. * Get the current object class name.
  100931. * @returns the class name.
  100932. */
  100933. getClassName(): string;
  100934. }
  100935. }
  100936. declare module BABYLON {
  100937. /**
  100938. * Listen to keyboard events to control the camera.
  100939. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100940. */
  100941. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  100942. /**
  100943. * Defines the camera the input is attached to.
  100944. */
  100945. camera: FlyCamera;
  100946. /**
  100947. * The list of keyboard keys used to control the forward move of the camera.
  100948. */
  100949. keysForward: number[];
  100950. /**
  100951. * The list of keyboard keys used to control the backward move of the camera.
  100952. */
  100953. keysBackward: number[];
  100954. /**
  100955. * The list of keyboard keys used to control the forward move of the camera.
  100956. */
  100957. keysUp: number[];
  100958. /**
  100959. * The list of keyboard keys used to control the backward move of the camera.
  100960. */
  100961. keysDown: number[];
  100962. /**
  100963. * The list of keyboard keys used to control the right strafe move of the camera.
  100964. */
  100965. keysRight: number[];
  100966. /**
  100967. * The list of keyboard keys used to control the left strafe move of the camera.
  100968. */
  100969. keysLeft: number[];
  100970. private _keys;
  100971. private _onCanvasBlurObserver;
  100972. private _onKeyboardObserver;
  100973. private _engine;
  100974. private _scene;
  100975. /**
  100976. * Attach the input controls to a specific dom element to get the input from.
  100977. * @param element Defines the element the controls should be listened from
  100978. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100979. */
  100980. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100981. /**
  100982. * Detach the current controls from the specified dom element.
  100983. * @param element Defines the element to stop listening the inputs from
  100984. */
  100985. detachControl(element: Nullable<HTMLElement>): void;
  100986. /**
  100987. * Gets the class name of the current intput.
  100988. * @returns the class name
  100989. */
  100990. getClassName(): string;
  100991. /** @hidden */
  100992. _onLostFocus(e: FocusEvent): void;
  100993. /**
  100994. * Get the friendly name associated with the input class.
  100995. * @returns the input friendly name
  100996. */
  100997. getSimpleName(): string;
  100998. /**
  100999. * Update the current camera state depending on the inputs that have been used this frame.
  101000. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101001. */
  101002. checkInputs(): void;
  101003. }
  101004. }
  101005. declare module BABYLON {
  101006. /**
  101007. * Manage the mouse wheel inputs to control a follow camera.
  101008. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101009. */
  101010. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101011. /**
  101012. * Defines the camera the input is attached to.
  101013. */
  101014. camera: FollowCamera;
  101015. /**
  101016. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101017. */
  101018. axisControlRadius: boolean;
  101019. /**
  101020. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101021. */
  101022. axisControlHeight: boolean;
  101023. /**
  101024. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101025. */
  101026. axisControlRotation: boolean;
  101027. /**
  101028. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101029. * relation to mouseWheel events.
  101030. */
  101031. wheelPrecision: number;
  101032. /**
  101033. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101034. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101035. */
  101036. wheelDeltaPercentage: number;
  101037. private _wheel;
  101038. private _observer;
  101039. /**
  101040. * Attach the input controls to a specific dom element to get the input from.
  101041. * @param element Defines the element the controls should be listened from
  101042. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101043. */
  101044. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101045. /**
  101046. * Detach the current controls from the specified dom element.
  101047. * @param element Defines the element to stop listening the inputs from
  101048. */
  101049. detachControl(element: Nullable<HTMLElement>): void;
  101050. /**
  101051. * Gets the class name of the current intput.
  101052. * @returns the class name
  101053. */
  101054. getClassName(): string;
  101055. /**
  101056. * Get the friendly name associated with the input class.
  101057. * @returns the input friendly name
  101058. */
  101059. getSimpleName(): string;
  101060. }
  101061. }
  101062. declare module BABYLON {
  101063. /**
  101064. * Manage the pointers inputs to control an follow camera.
  101065. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101066. */
  101067. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101068. /**
  101069. * Defines the camera the input is attached to.
  101070. */
  101071. camera: FollowCamera;
  101072. /**
  101073. * Gets the class name of the current input.
  101074. * @returns the class name
  101075. */
  101076. getClassName(): string;
  101077. /**
  101078. * Defines the pointer angular sensibility along the X axis or how fast is
  101079. * the camera rotating.
  101080. * A negative number will reverse the axis direction.
  101081. */
  101082. angularSensibilityX: number;
  101083. /**
  101084. * Defines the pointer angular sensibility along the Y axis or how fast is
  101085. * the camera rotating.
  101086. * A negative number will reverse the axis direction.
  101087. */
  101088. angularSensibilityY: number;
  101089. /**
  101090. * Defines the pointer pinch precision or how fast is the camera zooming.
  101091. * A negative number will reverse the axis direction.
  101092. */
  101093. pinchPrecision: number;
  101094. /**
  101095. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101096. * from 0.
  101097. * It defines the percentage of current camera.radius to use as delta when
  101098. * pinch zoom is used.
  101099. */
  101100. pinchDeltaPercentage: number;
  101101. /**
  101102. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101103. */
  101104. axisXControlRadius: boolean;
  101105. /**
  101106. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101107. */
  101108. axisXControlHeight: boolean;
  101109. /**
  101110. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101111. */
  101112. axisXControlRotation: boolean;
  101113. /**
  101114. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101115. */
  101116. axisYControlRadius: boolean;
  101117. /**
  101118. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101119. */
  101120. axisYControlHeight: boolean;
  101121. /**
  101122. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101123. */
  101124. axisYControlRotation: boolean;
  101125. /**
  101126. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101127. */
  101128. axisPinchControlRadius: boolean;
  101129. /**
  101130. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101131. */
  101132. axisPinchControlHeight: boolean;
  101133. /**
  101134. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101135. */
  101136. axisPinchControlRotation: boolean;
  101137. /**
  101138. * Log error messages if basic misconfiguration has occurred.
  101139. */
  101140. warningEnable: boolean;
  101141. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101142. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101143. private _warningCounter;
  101144. private _warning;
  101145. }
  101146. }
  101147. declare module BABYLON {
  101148. /**
  101149. * Default Inputs manager for the FollowCamera.
  101150. * It groups all the default supported inputs for ease of use.
  101151. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101152. */
  101153. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101154. /**
  101155. * Instantiates a new FollowCameraInputsManager.
  101156. * @param camera Defines the camera the inputs belong to
  101157. */
  101158. constructor(camera: FollowCamera);
  101159. /**
  101160. * Add keyboard input support to the input manager.
  101161. * @returns the current input manager
  101162. */
  101163. addKeyboard(): FollowCameraInputsManager;
  101164. /**
  101165. * Add mouse wheel input support to the input manager.
  101166. * @returns the current input manager
  101167. */
  101168. addMouseWheel(): FollowCameraInputsManager;
  101169. /**
  101170. * Add pointers input support to the input manager.
  101171. * @returns the current input manager
  101172. */
  101173. addPointers(): FollowCameraInputsManager;
  101174. /**
  101175. * Add orientation input support to the input manager.
  101176. * @returns the current input manager
  101177. */
  101178. addVRDeviceOrientation(): FollowCameraInputsManager;
  101179. }
  101180. }
  101181. declare module BABYLON {
  101182. /**
  101183. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101184. * an arc rotate version arcFollowCamera are available.
  101185. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101186. */
  101187. export class FollowCamera extends TargetCamera {
  101188. /**
  101189. * Distance the follow camera should follow an object at
  101190. */
  101191. radius: number;
  101192. /**
  101193. * Minimum allowed distance of the camera to the axis of rotation
  101194. * (The camera can not get closer).
  101195. * This can help limiting how the Camera is able to move in the scene.
  101196. */
  101197. lowerRadiusLimit: Nullable<number>;
  101198. /**
  101199. * Maximum allowed distance of the camera to the axis of rotation
  101200. * (The camera can not get further).
  101201. * This can help limiting how the Camera is able to move in the scene.
  101202. */
  101203. upperRadiusLimit: Nullable<number>;
  101204. /**
  101205. * Define a rotation offset between the camera and the object it follows
  101206. */
  101207. rotationOffset: number;
  101208. /**
  101209. * Minimum allowed angle to camera position relative to target object.
  101210. * This can help limiting how the Camera is able to move in the scene.
  101211. */
  101212. lowerRotationOffsetLimit: Nullable<number>;
  101213. /**
  101214. * Maximum allowed angle to camera position relative to target object.
  101215. * This can help limiting how the Camera is able to move in the scene.
  101216. */
  101217. upperRotationOffsetLimit: Nullable<number>;
  101218. /**
  101219. * Define a height offset between the camera and the object it follows.
  101220. * It can help following an object from the top (like a car chaing a plane)
  101221. */
  101222. heightOffset: number;
  101223. /**
  101224. * Minimum allowed height of camera position relative to target object.
  101225. * This can help limiting how the Camera is able to move in the scene.
  101226. */
  101227. lowerHeightOffsetLimit: Nullable<number>;
  101228. /**
  101229. * Maximum allowed height of camera position relative to target object.
  101230. * This can help limiting how the Camera is able to move in the scene.
  101231. */
  101232. upperHeightOffsetLimit: Nullable<number>;
  101233. /**
  101234. * Define how fast the camera can accelerate to follow it s target.
  101235. */
  101236. cameraAcceleration: number;
  101237. /**
  101238. * Define the speed limit of the camera following an object.
  101239. */
  101240. maxCameraSpeed: number;
  101241. /**
  101242. * Define the target of the camera.
  101243. */
  101244. lockedTarget: Nullable<AbstractMesh>;
  101245. /**
  101246. * Defines the input associated with the camera.
  101247. */
  101248. inputs: FollowCameraInputsManager;
  101249. /**
  101250. * Instantiates the follow camera.
  101251. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101252. * @param name Define the name of the camera in the scene
  101253. * @param position Define the position of the camera
  101254. * @param scene Define the scene the camera belong to
  101255. * @param lockedTarget Define the target of the camera
  101256. */
  101257. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101258. private _follow;
  101259. /**
  101260. * Attached controls to the current camera.
  101261. * @param element Defines the element the controls should be listened from
  101262. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101263. */
  101264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101265. /**
  101266. * Detach the current controls from the camera.
  101267. * The camera will stop reacting to inputs.
  101268. * @param element Defines the element to stop listening the inputs from
  101269. */
  101270. detachControl(element: HTMLElement): void;
  101271. /** @hidden */
  101272. _checkInputs(): void;
  101273. private _checkLimits;
  101274. /**
  101275. * Gets the camera class name.
  101276. * @returns the class name
  101277. */
  101278. getClassName(): string;
  101279. }
  101280. /**
  101281. * Arc Rotate version of the follow camera.
  101282. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101283. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101284. */
  101285. export class ArcFollowCamera extends TargetCamera {
  101286. /** The longitudinal angle of the camera */
  101287. alpha: number;
  101288. /** The latitudinal angle of the camera */
  101289. beta: number;
  101290. /** The radius of the camera from its target */
  101291. radius: number;
  101292. /** Define the camera target (the messh it should follow) */
  101293. target: Nullable<AbstractMesh>;
  101294. private _cartesianCoordinates;
  101295. /**
  101296. * Instantiates a new ArcFollowCamera
  101297. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101298. * @param name Define the name of the camera
  101299. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101300. * @param beta Define the rotation angle of the camera around the elevation axis
  101301. * @param radius Define the radius of the camera from its target point
  101302. * @param target Define the target of the camera
  101303. * @param scene Define the scene the camera belongs to
  101304. */
  101305. constructor(name: string,
  101306. /** The longitudinal angle of the camera */
  101307. alpha: number,
  101308. /** The latitudinal angle of the camera */
  101309. beta: number,
  101310. /** The radius of the camera from its target */
  101311. radius: number,
  101312. /** Define the camera target (the messh it should follow) */
  101313. target: Nullable<AbstractMesh>, scene: Scene);
  101314. private _follow;
  101315. /** @hidden */
  101316. _checkInputs(): void;
  101317. /**
  101318. * Returns the class name of the object.
  101319. * It is mostly used internally for serialization purposes.
  101320. */
  101321. getClassName(): string;
  101322. }
  101323. }
  101324. declare module BABYLON {
  101325. /**
  101326. * Manage the keyboard inputs to control the movement of a follow camera.
  101327. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101328. */
  101329. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101330. /**
  101331. * Defines the camera the input is attached to.
  101332. */
  101333. camera: FollowCamera;
  101334. /**
  101335. * Defines the list of key codes associated with the up action (increase heightOffset)
  101336. */
  101337. keysHeightOffsetIncr: number[];
  101338. /**
  101339. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101340. */
  101341. keysHeightOffsetDecr: number[];
  101342. /**
  101343. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101344. */
  101345. keysHeightOffsetModifierAlt: boolean;
  101346. /**
  101347. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101348. */
  101349. keysHeightOffsetModifierCtrl: boolean;
  101350. /**
  101351. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101352. */
  101353. keysHeightOffsetModifierShift: boolean;
  101354. /**
  101355. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101356. */
  101357. keysRotationOffsetIncr: number[];
  101358. /**
  101359. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101360. */
  101361. keysRotationOffsetDecr: number[];
  101362. /**
  101363. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101364. */
  101365. keysRotationOffsetModifierAlt: boolean;
  101366. /**
  101367. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101368. */
  101369. keysRotationOffsetModifierCtrl: boolean;
  101370. /**
  101371. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101372. */
  101373. keysRotationOffsetModifierShift: boolean;
  101374. /**
  101375. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101376. */
  101377. keysRadiusIncr: number[];
  101378. /**
  101379. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101380. */
  101381. keysRadiusDecr: number[];
  101382. /**
  101383. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101384. */
  101385. keysRadiusModifierAlt: boolean;
  101386. /**
  101387. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101388. */
  101389. keysRadiusModifierCtrl: boolean;
  101390. /**
  101391. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101392. */
  101393. keysRadiusModifierShift: boolean;
  101394. /**
  101395. * Defines the rate of change of heightOffset.
  101396. */
  101397. heightSensibility: number;
  101398. /**
  101399. * Defines the rate of change of rotationOffset.
  101400. */
  101401. rotationSensibility: number;
  101402. /**
  101403. * Defines the rate of change of radius.
  101404. */
  101405. radiusSensibility: number;
  101406. private _keys;
  101407. private _ctrlPressed;
  101408. private _altPressed;
  101409. private _shiftPressed;
  101410. private _onCanvasBlurObserver;
  101411. private _onKeyboardObserver;
  101412. private _engine;
  101413. private _scene;
  101414. /**
  101415. * Attach the input controls to a specific dom element to get the input from.
  101416. * @param element Defines the element the controls should be listened from
  101417. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101418. */
  101419. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101420. /**
  101421. * Detach the current controls from the specified dom element.
  101422. * @param element Defines the element to stop listening the inputs from
  101423. */
  101424. detachControl(element: Nullable<HTMLElement>): void;
  101425. /**
  101426. * Update the current camera state depending on the inputs that have been used this frame.
  101427. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101428. */
  101429. checkInputs(): void;
  101430. /**
  101431. * Gets the class name of the current input.
  101432. * @returns the class name
  101433. */
  101434. getClassName(): string;
  101435. /**
  101436. * Get the friendly name associated with the input class.
  101437. * @returns the input friendly name
  101438. */
  101439. getSimpleName(): string;
  101440. /**
  101441. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101442. * allow modification of the heightOffset value.
  101443. */
  101444. private _modifierHeightOffset;
  101445. /**
  101446. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101447. * allow modification of the rotationOffset value.
  101448. */
  101449. private _modifierRotationOffset;
  101450. /**
  101451. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101452. * allow modification of the radius value.
  101453. */
  101454. private _modifierRadius;
  101455. }
  101456. }
  101457. declare module BABYLON {
  101458. interface FreeCameraInputsManager {
  101459. /**
  101460. * @hidden
  101461. */
  101462. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101463. /**
  101464. * Add orientation input support to the input manager.
  101465. * @returns the current input manager
  101466. */
  101467. addDeviceOrientation(): FreeCameraInputsManager;
  101468. }
  101469. /**
  101470. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101471. * Screen rotation is taken into account.
  101472. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101473. */
  101474. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101475. private _camera;
  101476. private _screenOrientationAngle;
  101477. private _constantTranform;
  101478. private _screenQuaternion;
  101479. private _alpha;
  101480. private _beta;
  101481. private _gamma;
  101482. /**
  101483. * Can be used to detect if a device orientation sensor is availible on a device
  101484. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101485. * @returns a promise that will resolve on orientation change
  101486. */
  101487. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101488. /**
  101489. * @hidden
  101490. */
  101491. _onDeviceOrientationChangedObservable: Observable<void>;
  101492. /**
  101493. * Instantiates a new input
  101494. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101495. */
  101496. constructor();
  101497. /**
  101498. * Define the camera controlled by the input.
  101499. */
  101500. camera: FreeCamera;
  101501. /**
  101502. * Attach the input controls to a specific dom element to get the input from.
  101503. * @param element Defines the element the controls should be listened from
  101504. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101505. */
  101506. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101507. private _orientationChanged;
  101508. private _deviceOrientation;
  101509. /**
  101510. * Detach the current controls from the specified dom element.
  101511. * @param element Defines the element to stop listening the inputs from
  101512. */
  101513. detachControl(element: Nullable<HTMLElement>): void;
  101514. /**
  101515. * Update the current camera state depending on the inputs that have been used this frame.
  101516. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101517. */
  101518. checkInputs(): void;
  101519. /**
  101520. * Gets the class name of the current intput.
  101521. * @returns the class name
  101522. */
  101523. getClassName(): string;
  101524. /**
  101525. * Get the friendly name associated with the input class.
  101526. * @returns the input friendly name
  101527. */
  101528. getSimpleName(): string;
  101529. }
  101530. }
  101531. declare module BABYLON {
  101532. /**
  101533. * Manage the gamepad inputs to control a free camera.
  101534. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101535. */
  101536. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101537. /**
  101538. * Define the camera the input is attached to.
  101539. */
  101540. camera: FreeCamera;
  101541. /**
  101542. * Define the Gamepad controlling the input
  101543. */
  101544. gamepad: Nullable<Gamepad>;
  101545. /**
  101546. * Defines the gamepad rotation sensiblity.
  101547. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101548. */
  101549. gamepadAngularSensibility: number;
  101550. /**
  101551. * Defines the gamepad move sensiblity.
  101552. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101553. */
  101554. gamepadMoveSensibility: number;
  101555. private _onGamepadConnectedObserver;
  101556. private _onGamepadDisconnectedObserver;
  101557. private _cameraTransform;
  101558. private _deltaTransform;
  101559. private _vector3;
  101560. private _vector2;
  101561. /**
  101562. * Attach the input controls to a specific dom element to get the input from.
  101563. * @param element Defines the element the controls should be listened from
  101564. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101565. */
  101566. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101567. /**
  101568. * Detach the current controls from the specified dom element.
  101569. * @param element Defines the element to stop listening the inputs from
  101570. */
  101571. detachControl(element: Nullable<HTMLElement>): void;
  101572. /**
  101573. * Update the current camera state depending on the inputs that have been used this frame.
  101574. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101575. */
  101576. checkInputs(): void;
  101577. /**
  101578. * Gets the class name of the current intput.
  101579. * @returns the class name
  101580. */
  101581. getClassName(): string;
  101582. /**
  101583. * Get the friendly name associated with the input class.
  101584. * @returns the input friendly name
  101585. */
  101586. getSimpleName(): string;
  101587. }
  101588. }
  101589. declare module BABYLON {
  101590. /**
  101591. * Defines the potential axis of a Joystick
  101592. */
  101593. export enum JoystickAxis {
  101594. /** X axis */
  101595. X = 0,
  101596. /** Y axis */
  101597. Y = 1,
  101598. /** Z axis */
  101599. Z = 2
  101600. }
  101601. /**
  101602. * Class used to define virtual joystick (used in touch mode)
  101603. */
  101604. export class VirtualJoystick {
  101605. /**
  101606. * Gets or sets a boolean indicating that left and right values must be inverted
  101607. */
  101608. reverseLeftRight: boolean;
  101609. /**
  101610. * Gets or sets a boolean indicating that up and down values must be inverted
  101611. */
  101612. reverseUpDown: boolean;
  101613. /**
  101614. * Gets the offset value for the position (ie. the change of the position value)
  101615. */
  101616. deltaPosition: Vector3;
  101617. /**
  101618. * Gets a boolean indicating if the virtual joystick was pressed
  101619. */
  101620. pressed: boolean;
  101621. /**
  101622. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101623. */
  101624. static Canvas: Nullable<HTMLCanvasElement>;
  101625. private static _globalJoystickIndex;
  101626. private static vjCanvasContext;
  101627. private static vjCanvasWidth;
  101628. private static vjCanvasHeight;
  101629. private static halfWidth;
  101630. private _action;
  101631. private _axisTargetedByLeftAndRight;
  101632. private _axisTargetedByUpAndDown;
  101633. private _joystickSensibility;
  101634. private _inversedSensibility;
  101635. private _joystickPointerID;
  101636. private _joystickColor;
  101637. private _joystickPointerPos;
  101638. private _joystickPreviousPointerPos;
  101639. private _joystickPointerStartPos;
  101640. private _deltaJoystickVector;
  101641. private _leftJoystick;
  101642. private _touches;
  101643. private _onPointerDownHandlerRef;
  101644. private _onPointerMoveHandlerRef;
  101645. private _onPointerUpHandlerRef;
  101646. private _onResize;
  101647. /**
  101648. * Creates a new virtual joystick
  101649. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101650. */
  101651. constructor(leftJoystick?: boolean);
  101652. /**
  101653. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101654. * @param newJoystickSensibility defines the new sensibility
  101655. */
  101656. setJoystickSensibility(newJoystickSensibility: number): void;
  101657. private _onPointerDown;
  101658. private _onPointerMove;
  101659. private _onPointerUp;
  101660. /**
  101661. * Change the color of the virtual joystick
  101662. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101663. */
  101664. setJoystickColor(newColor: string): void;
  101665. /**
  101666. * Defines a callback to call when the joystick is touched
  101667. * @param action defines the callback
  101668. */
  101669. setActionOnTouch(action: () => any): void;
  101670. /**
  101671. * Defines which axis you'd like to control for left & right
  101672. * @param axis defines the axis to use
  101673. */
  101674. setAxisForLeftRight(axis: JoystickAxis): void;
  101675. /**
  101676. * Defines which axis you'd like to control for up & down
  101677. * @param axis defines the axis to use
  101678. */
  101679. setAxisForUpDown(axis: JoystickAxis): void;
  101680. private _drawVirtualJoystick;
  101681. /**
  101682. * Release internal HTML canvas
  101683. */
  101684. releaseCanvas(): void;
  101685. }
  101686. }
  101687. declare module BABYLON {
  101688. interface FreeCameraInputsManager {
  101689. /**
  101690. * Add virtual joystick input support to the input manager.
  101691. * @returns the current input manager
  101692. */
  101693. addVirtualJoystick(): FreeCameraInputsManager;
  101694. }
  101695. /**
  101696. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101697. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101698. */
  101699. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101700. /**
  101701. * Defines the camera the input is attached to.
  101702. */
  101703. camera: FreeCamera;
  101704. private _leftjoystick;
  101705. private _rightjoystick;
  101706. /**
  101707. * Gets the left stick of the virtual joystick.
  101708. * @returns The virtual Joystick
  101709. */
  101710. getLeftJoystick(): VirtualJoystick;
  101711. /**
  101712. * Gets the right stick of the virtual joystick.
  101713. * @returns The virtual Joystick
  101714. */
  101715. getRightJoystick(): VirtualJoystick;
  101716. /**
  101717. * Update the current camera state depending on the inputs that have been used this frame.
  101718. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101719. */
  101720. checkInputs(): void;
  101721. /**
  101722. * Attach the input controls to a specific dom element to get the input from.
  101723. * @param element Defines the element the controls should be listened from
  101724. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101725. */
  101726. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101727. /**
  101728. * Detach the current controls from the specified dom element.
  101729. * @param element Defines the element to stop listening the inputs from
  101730. */
  101731. detachControl(element: Nullable<HTMLElement>): void;
  101732. /**
  101733. * Gets the class name of the current intput.
  101734. * @returns the class name
  101735. */
  101736. getClassName(): string;
  101737. /**
  101738. * Get the friendly name associated with the input class.
  101739. * @returns the input friendly name
  101740. */
  101741. getSimpleName(): string;
  101742. }
  101743. }
  101744. declare module BABYLON {
  101745. /**
  101746. * This represents a FPS type of camera controlled by touch.
  101747. * This is like a universal camera minus the Gamepad controls.
  101748. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101749. */
  101750. export class TouchCamera extends FreeCamera {
  101751. /**
  101752. * Defines the touch sensibility for rotation.
  101753. * The higher the faster.
  101754. */
  101755. touchAngularSensibility: number;
  101756. /**
  101757. * Defines the touch sensibility for move.
  101758. * The higher the faster.
  101759. */
  101760. touchMoveSensibility: number;
  101761. /**
  101762. * Instantiates a new touch camera.
  101763. * This represents a FPS type of camera controlled by touch.
  101764. * This is like a universal camera minus the Gamepad controls.
  101765. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  101766. * @param name Define the name of the camera in the scene
  101767. * @param position Define the start position of the camera in the scene
  101768. * @param scene Define the scene the camera belongs to
  101769. */
  101770. constructor(name: string, position: Vector3, scene: Scene);
  101771. /**
  101772. * Gets the current object class name.
  101773. * @return the class name
  101774. */
  101775. getClassName(): string;
  101776. /** @hidden */
  101777. _setupInputs(): void;
  101778. }
  101779. }
  101780. declare module BABYLON {
  101781. /**
  101782. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  101783. * being tilted forward or back and left or right.
  101784. */
  101785. export class DeviceOrientationCamera extends FreeCamera {
  101786. private _initialQuaternion;
  101787. private _quaternionCache;
  101788. private _tmpDragQuaternion;
  101789. /**
  101790. * Creates a new device orientation camera
  101791. * @param name The name of the camera
  101792. * @param position The start position camera
  101793. * @param scene The scene the camera belongs to
  101794. */
  101795. constructor(name: string, position: Vector3, scene: Scene);
  101796. /**
  101797. * @hidden
  101798. * Disabled pointer input on first orientation sensor update (Default: true)
  101799. */
  101800. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  101801. private _dragFactor;
  101802. /**
  101803. * Enabled turning on the y axis when the orientation sensor is active
  101804. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  101805. */
  101806. enableHorizontalDragging(dragFactor?: number): void;
  101807. /**
  101808. * Gets the current instance class name ("DeviceOrientationCamera").
  101809. * This helps avoiding instanceof at run time.
  101810. * @returns the class name
  101811. */
  101812. getClassName(): string;
  101813. /**
  101814. * @hidden
  101815. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  101816. */
  101817. _checkInputs(): void;
  101818. /**
  101819. * Reset the camera to its default orientation on the specified axis only.
  101820. * @param axis The axis to reset
  101821. */
  101822. resetToCurrentRotation(axis?: Axis): void;
  101823. }
  101824. }
  101825. declare module BABYLON {
  101826. /**
  101827. * Defines supported buttons for XBox360 compatible gamepads
  101828. */
  101829. export enum Xbox360Button {
  101830. /** A */
  101831. A = 0,
  101832. /** B */
  101833. B = 1,
  101834. /** X */
  101835. X = 2,
  101836. /** Y */
  101837. Y = 3,
  101838. /** Start */
  101839. Start = 4,
  101840. /** Back */
  101841. Back = 5,
  101842. /** Left button */
  101843. LB = 6,
  101844. /** Right button */
  101845. RB = 7,
  101846. /** Left stick */
  101847. LeftStick = 8,
  101848. /** Right stick */
  101849. RightStick = 9
  101850. }
  101851. /** Defines values for XBox360 DPad */
  101852. export enum Xbox360Dpad {
  101853. /** Up */
  101854. Up = 0,
  101855. /** Down */
  101856. Down = 1,
  101857. /** Left */
  101858. Left = 2,
  101859. /** Right */
  101860. Right = 3
  101861. }
  101862. /**
  101863. * Defines a XBox360 gamepad
  101864. */
  101865. export class Xbox360Pad extends Gamepad {
  101866. private _leftTrigger;
  101867. private _rightTrigger;
  101868. private _onlefttriggerchanged;
  101869. private _onrighttriggerchanged;
  101870. private _onbuttondown;
  101871. private _onbuttonup;
  101872. private _ondpaddown;
  101873. private _ondpadup;
  101874. /** Observable raised when a button is pressed */
  101875. onButtonDownObservable: Observable<Xbox360Button>;
  101876. /** Observable raised when a button is released */
  101877. onButtonUpObservable: Observable<Xbox360Button>;
  101878. /** Observable raised when a pad is pressed */
  101879. onPadDownObservable: Observable<Xbox360Dpad>;
  101880. /** Observable raised when a pad is released */
  101881. onPadUpObservable: Observable<Xbox360Dpad>;
  101882. private _buttonA;
  101883. private _buttonB;
  101884. private _buttonX;
  101885. private _buttonY;
  101886. private _buttonBack;
  101887. private _buttonStart;
  101888. private _buttonLB;
  101889. private _buttonRB;
  101890. private _buttonLeftStick;
  101891. private _buttonRightStick;
  101892. private _dPadUp;
  101893. private _dPadDown;
  101894. private _dPadLeft;
  101895. private _dPadRight;
  101896. private _isXboxOnePad;
  101897. /**
  101898. * Creates a new XBox360 gamepad object
  101899. * @param id defines the id of this gamepad
  101900. * @param index defines its index
  101901. * @param gamepad defines the internal HTML gamepad object
  101902. * @param xboxOne defines if it is a XBox One gamepad
  101903. */
  101904. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  101905. /**
  101906. * Defines the callback to call when left trigger is pressed
  101907. * @param callback defines the callback to use
  101908. */
  101909. onlefttriggerchanged(callback: (value: number) => void): void;
  101910. /**
  101911. * Defines the callback to call when right trigger is pressed
  101912. * @param callback defines the callback to use
  101913. */
  101914. onrighttriggerchanged(callback: (value: number) => void): void;
  101915. /**
  101916. * Gets the left trigger value
  101917. */
  101918. /**
  101919. * Sets the left trigger value
  101920. */
  101921. leftTrigger: number;
  101922. /**
  101923. * Gets the right trigger value
  101924. */
  101925. /**
  101926. * Sets the right trigger value
  101927. */
  101928. rightTrigger: number;
  101929. /**
  101930. * Defines the callback to call when a button is pressed
  101931. * @param callback defines the callback to use
  101932. */
  101933. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  101934. /**
  101935. * Defines the callback to call when a button is released
  101936. * @param callback defines the callback to use
  101937. */
  101938. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  101939. /**
  101940. * Defines the callback to call when a pad is pressed
  101941. * @param callback defines the callback to use
  101942. */
  101943. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  101944. /**
  101945. * Defines the callback to call when a pad is released
  101946. * @param callback defines the callback to use
  101947. */
  101948. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  101949. private _setButtonValue;
  101950. private _setDPadValue;
  101951. /**
  101952. * Gets the value of the `A` button
  101953. */
  101954. /**
  101955. * Sets the value of the `A` button
  101956. */
  101957. buttonA: number;
  101958. /**
  101959. * Gets the value of the `B` button
  101960. */
  101961. /**
  101962. * Sets the value of the `B` button
  101963. */
  101964. buttonB: number;
  101965. /**
  101966. * Gets the value of the `X` button
  101967. */
  101968. /**
  101969. * Sets the value of the `X` button
  101970. */
  101971. buttonX: number;
  101972. /**
  101973. * Gets the value of the `Y` button
  101974. */
  101975. /**
  101976. * Sets the value of the `Y` button
  101977. */
  101978. buttonY: number;
  101979. /**
  101980. * Gets the value of the `Start` button
  101981. */
  101982. /**
  101983. * Sets the value of the `Start` button
  101984. */
  101985. buttonStart: number;
  101986. /**
  101987. * Gets the value of the `Back` button
  101988. */
  101989. /**
  101990. * Sets the value of the `Back` button
  101991. */
  101992. buttonBack: number;
  101993. /**
  101994. * Gets the value of the `Left` button
  101995. */
  101996. /**
  101997. * Sets the value of the `Left` button
  101998. */
  101999. buttonLB: number;
  102000. /**
  102001. * Gets the value of the `Right` button
  102002. */
  102003. /**
  102004. * Sets the value of the `Right` button
  102005. */
  102006. buttonRB: number;
  102007. /**
  102008. * Gets the value of the Left joystick
  102009. */
  102010. /**
  102011. * Sets the value of the Left joystick
  102012. */
  102013. buttonLeftStick: number;
  102014. /**
  102015. * Gets the value of the Right joystick
  102016. */
  102017. /**
  102018. * Sets the value of the Right joystick
  102019. */
  102020. buttonRightStick: number;
  102021. /**
  102022. * Gets the value of D-pad up
  102023. */
  102024. /**
  102025. * Sets the value of D-pad up
  102026. */
  102027. dPadUp: number;
  102028. /**
  102029. * Gets the value of D-pad down
  102030. */
  102031. /**
  102032. * Sets the value of D-pad down
  102033. */
  102034. dPadDown: number;
  102035. /**
  102036. * Gets the value of D-pad left
  102037. */
  102038. /**
  102039. * Sets the value of D-pad left
  102040. */
  102041. dPadLeft: number;
  102042. /**
  102043. * Gets the value of D-pad right
  102044. */
  102045. /**
  102046. * Sets the value of D-pad right
  102047. */
  102048. dPadRight: number;
  102049. /**
  102050. * Force the gamepad to synchronize with device values
  102051. */
  102052. update(): void;
  102053. /**
  102054. * Disposes the gamepad
  102055. */
  102056. dispose(): void;
  102057. }
  102058. }
  102059. declare module BABYLON {
  102060. /**
  102061. * Manager for handling gamepads
  102062. */
  102063. export class GamepadManager {
  102064. private _scene?;
  102065. private _babylonGamepads;
  102066. private _oneGamepadConnected;
  102067. /** @hidden */
  102068. _isMonitoring: boolean;
  102069. private _gamepadEventSupported;
  102070. private _gamepadSupport;
  102071. /**
  102072. * observable to be triggered when the gamepad controller has been connected
  102073. */
  102074. onGamepadConnectedObservable: Observable<Gamepad>;
  102075. /**
  102076. * observable to be triggered when the gamepad controller has been disconnected
  102077. */
  102078. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102079. private _onGamepadConnectedEvent;
  102080. private _onGamepadDisconnectedEvent;
  102081. /**
  102082. * Initializes the gamepad manager
  102083. * @param _scene BabylonJS scene
  102084. */
  102085. constructor(_scene?: Scene | undefined);
  102086. /**
  102087. * The gamepads in the game pad manager
  102088. */
  102089. readonly gamepads: Gamepad[];
  102090. /**
  102091. * Get the gamepad controllers based on type
  102092. * @param type The type of gamepad controller
  102093. * @returns Nullable gamepad
  102094. */
  102095. getGamepadByType(type?: number): Nullable<Gamepad>;
  102096. /**
  102097. * Disposes the gamepad manager
  102098. */
  102099. dispose(): void;
  102100. private _addNewGamepad;
  102101. private _startMonitoringGamepads;
  102102. private _stopMonitoringGamepads;
  102103. /** @hidden */
  102104. _checkGamepadsStatus(): void;
  102105. private _updateGamepadObjects;
  102106. }
  102107. }
  102108. declare module BABYLON {
  102109. interface Scene {
  102110. /** @hidden */
  102111. _gamepadManager: Nullable<GamepadManager>;
  102112. /**
  102113. * Gets the gamepad manager associated with the scene
  102114. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102115. */
  102116. gamepadManager: GamepadManager;
  102117. }
  102118. /**
  102119. * Interface representing a free camera inputs manager
  102120. */
  102121. interface FreeCameraInputsManager {
  102122. /**
  102123. * Adds gamepad input support to the FreeCameraInputsManager.
  102124. * @returns the FreeCameraInputsManager
  102125. */
  102126. addGamepad(): FreeCameraInputsManager;
  102127. }
  102128. /**
  102129. * Interface representing an arc rotate camera inputs manager
  102130. */
  102131. interface ArcRotateCameraInputsManager {
  102132. /**
  102133. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102134. * @returns the camera inputs manager
  102135. */
  102136. addGamepad(): ArcRotateCameraInputsManager;
  102137. }
  102138. /**
  102139. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102140. */
  102141. export class GamepadSystemSceneComponent implements ISceneComponent {
  102142. /**
  102143. * The component name helpfull to identify the component in the list of scene components.
  102144. */
  102145. readonly name: string;
  102146. /**
  102147. * The scene the component belongs to.
  102148. */
  102149. scene: Scene;
  102150. /**
  102151. * Creates a new instance of the component for the given scene
  102152. * @param scene Defines the scene to register the component in
  102153. */
  102154. constructor(scene: Scene);
  102155. /**
  102156. * Registers the component in a given scene
  102157. */
  102158. register(): void;
  102159. /**
  102160. * Rebuilds the elements related to this component in case of
  102161. * context lost for instance.
  102162. */
  102163. rebuild(): void;
  102164. /**
  102165. * Disposes the component and the associated ressources
  102166. */
  102167. dispose(): void;
  102168. private _beforeCameraUpdate;
  102169. }
  102170. }
  102171. declare module BABYLON {
  102172. /**
  102173. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  102174. * which still works and will still be found in many Playgrounds.
  102175. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102176. */
  102177. export class UniversalCamera extends TouchCamera {
  102178. /**
  102179. * Defines the gamepad rotation sensiblity.
  102180. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102181. */
  102182. gamepadAngularSensibility: number;
  102183. /**
  102184. * Defines the gamepad move sensiblity.
  102185. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102186. */
  102187. gamepadMoveSensibility: number;
  102188. /**
  102189. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  102190. * which still works and will still be found in many Playgrounds.
  102191. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102192. * @param name Define the name of the camera in the scene
  102193. * @param position Define the start position of the camera in the scene
  102194. * @param scene Define the scene the camera belongs to
  102195. */
  102196. constructor(name: string, position: Vector3, scene: Scene);
  102197. /**
  102198. * Gets the current object class name.
  102199. * @return the class name
  102200. */
  102201. getClassName(): string;
  102202. }
  102203. }
  102204. declare module BABYLON {
  102205. /**
  102206. * This represents a FPS type of camera. This is only here for back compat purpose.
  102207. * Please use the UniversalCamera instead as both are identical.
  102208. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102209. */
  102210. export class GamepadCamera extends UniversalCamera {
  102211. /**
  102212. * Instantiates a new Gamepad Camera
  102213. * This represents a FPS type of camera. This is only here for back compat purpose.
  102214. * Please use the UniversalCamera instead as both are identical.
  102215. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102216. * @param name Define the name of the camera in the scene
  102217. * @param position Define the start position of the camera in the scene
  102218. * @param scene Define the scene the camera belongs to
  102219. */
  102220. constructor(name: string, position: Vector3, scene: Scene);
  102221. /**
  102222. * Gets the current object class name.
  102223. * @return the class name
  102224. */
  102225. getClassName(): string;
  102226. }
  102227. }
  102228. declare module BABYLON {
  102229. /** @hidden */
  102230. export var passPixelShader: {
  102231. name: string;
  102232. shader: string;
  102233. };
  102234. }
  102235. declare module BABYLON {
  102236. /** @hidden */
  102237. export var passCubePixelShader: {
  102238. name: string;
  102239. shader: string;
  102240. };
  102241. }
  102242. declare module BABYLON {
  102243. /**
  102244. * PassPostProcess which produces an output the same as it's input
  102245. */
  102246. export class PassPostProcess extends PostProcess {
  102247. /**
  102248. * Creates the PassPostProcess
  102249. * @param name The name of the effect.
  102250. * @param options The required width/height ratio to downsize to before computing the render pass.
  102251. * @param camera The camera to apply the render pass to.
  102252. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102253. * @param engine The engine which the post process will be applied. (default: current engine)
  102254. * @param reusable If the post process can be reused on the same frame. (default: false)
  102255. * @param textureType The type of texture to be used when performing the post processing.
  102256. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  102257. */
  102258. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102259. }
  102260. /**
  102261. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102262. */
  102263. export class PassCubePostProcess extends PostProcess {
  102264. private _face;
  102265. /**
  102266. * Gets or sets the cube face to display.
  102267. * * 0 is +X
  102268. * * 1 is -X
  102269. * * 2 is +Y
  102270. * * 3 is -Y
  102271. * * 4 is +Z
  102272. * * 5 is -Z
  102273. */
  102274. face: number;
  102275. /**
  102276. * Creates the PassCubePostProcess
  102277. * @param name The name of the effect.
  102278. * @param options The required width/height ratio to downsize to before computing the render pass.
  102279. * @param camera The camera to apply the render pass to.
  102280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102281. * @param engine The engine which the post process will be applied. (default: current engine)
  102282. * @param reusable If the post process can be reused on the same frame. (default: false)
  102283. * @param textureType The type of texture to be used when performing the post processing.
  102284. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  102285. */
  102286. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102287. }
  102288. }
  102289. declare module BABYLON {
  102290. /** @hidden */
  102291. export var anaglyphPixelShader: {
  102292. name: string;
  102293. shader: string;
  102294. };
  102295. }
  102296. declare module BABYLON {
  102297. /**
  102298. * Postprocess used to generate anaglyphic rendering
  102299. */
  102300. export class AnaglyphPostProcess extends PostProcess {
  102301. private _passedProcess;
  102302. /**
  102303. * Creates a new AnaglyphPostProcess
  102304. * @param name defines postprocess name
  102305. * @param options defines creation options or target ratio scale
  102306. * @param rigCameras defines cameras using this postprocess
  102307. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102308. * @param engine defines hosting engine
  102309. * @param reusable defines if the postprocess will be reused multiple times per frame
  102310. */
  102311. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102312. }
  102313. }
  102314. declare module BABYLON {
  102315. /**
  102316. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102317. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102318. */
  102319. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102320. /**
  102321. * Creates a new AnaglyphArcRotateCamera
  102322. * @param name defines camera name
  102323. * @param alpha defines alpha angle (in radians)
  102324. * @param beta defines beta angle (in radians)
  102325. * @param radius defines radius
  102326. * @param target defines camera target
  102327. * @param interaxialDistance defines distance between each color axis
  102328. * @param scene defines the hosting scene
  102329. */
  102330. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102331. /**
  102332. * Gets camera class name
  102333. * @returns AnaglyphArcRotateCamera
  102334. */
  102335. getClassName(): string;
  102336. }
  102337. }
  102338. declare module BABYLON {
  102339. /**
  102340. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102341. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102342. */
  102343. export class AnaglyphFreeCamera extends FreeCamera {
  102344. /**
  102345. * Creates a new AnaglyphFreeCamera
  102346. * @param name defines camera name
  102347. * @param position defines initial position
  102348. * @param interaxialDistance defines distance between each color axis
  102349. * @param scene defines the hosting scene
  102350. */
  102351. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102352. /**
  102353. * Gets camera class name
  102354. * @returns AnaglyphFreeCamera
  102355. */
  102356. getClassName(): string;
  102357. }
  102358. }
  102359. declare module BABYLON {
  102360. /**
  102361. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102362. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102363. */
  102364. export class AnaglyphGamepadCamera extends GamepadCamera {
  102365. /**
  102366. * Creates a new AnaglyphGamepadCamera
  102367. * @param name defines camera name
  102368. * @param position defines initial position
  102369. * @param interaxialDistance defines distance between each color axis
  102370. * @param scene defines the hosting scene
  102371. */
  102372. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102373. /**
  102374. * Gets camera class name
  102375. * @returns AnaglyphGamepadCamera
  102376. */
  102377. getClassName(): string;
  102378. }
  102379. }
  102380. declare module BABYLON {
  102381. /**
  102382. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102383. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102384. */
  102385. export class AnaglyphUniversalCamera extends UniversalCamera {
  102386. /**
  102387. * Creates a new AnaglyphUniversalCamera
  102388. * @param name defines camera name
  102389. * @param position defines initial position
  102390. * @param interaxialDistance defines distance between each color axis
  102391. * @param scene defines the hosting scene
  102392. */
  102393. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102394. /**
  102395. * Gets camera class name
  102396. * @returns AnaglyphUniversalCamera
  102397. */
  102398. getClassName(): string;
  102399. }
  102400. }
  102401. declare module BABYLON {
  102402. /** @hidden */
  102403. export var stereoscopicInterlacePixelShader: {
  102404. name: string;
  102405. shader: string;
  102406. };
  102407. }
  102408. declare module BABYLON {
  102409. /**
  102410. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102411. */
  102412. export class StereoscopicInterlacePostProcess extends PostProcess {
  102413. private _stepSize;
  102414. private _passedProcess;
  102415. /**
  102416. * Initializes a StereoscopicInterlacePostProcess
  102417. * @param name The name of the effect.
  102418. * @param rigCameras The rig cameras to be appled to the post process
  102419. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102420. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102421. * @param engine The engine which the post process will be applied. (default: current engine)
  102422. * @param reusable If the post process can be reused on the same frame. (default: false)
  102423. */
  102424. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102425. }
  102426. }
  102427. declare module BABYLON {
  102428. /**
  102429. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102430. * @see http://doc.babylonjs.com/features/cameras
  102431. */
  102432. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102433. /**
  102434. * Creates a new StereoscopicArcRotateCamera
  102435. * @param name defines camera name
  102436. * @param alpha defines alpha angle (in radians)
  102437. * @param beta defines beta angle (in radians)
  102438. * @param radius defines radius
  102439. * @param target defines camera target
  102440. * @param interaxialDistance defines distance between each color axis
  102441. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102442. * @param scene defines the hosting scene
  102443. */
  102444. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102445. /**
  102446. * Gets camera class name
  102447. * @returns StereoscopicArcRotateCamera
  102448. */
  102449. getClassName(): string;
  102450. }
  102451. }
  102452. declare module BABYLON {
  102453. /**
  102454. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102455. * @see http://doc.babylonjs.com/features/cameras
  102456. */
  102457. export class StereoscopicFreeCamera extends FreeCamera {
  102458. /**
  102459. * Creates a new StereoscopicFreeCamera
  102460. * @param name defines camera name
  102461. * @param position defines initial position
  102462. * @param interaxialDistance defines distance between each color axis
  102463. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102464. * @param scene defines the hosting scene
  102465. */
  102466. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102467. /**
  102468. * Gets camera class name
  102469. * @returns StereoscopicFreeCamera
  102470. */
  102471. getClassName(): string;
  102472. }
  102473. }
  102474. declare module BABYLON {
  102475. /**
  102476. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102477. * @see http://doc.babylonjs.com/features/cameras
  102478. */
  102479. export class StereoscopicGamepadCamera extends GamepadCamera {
  102480. /**
  102481. * Creates a new StereoscopicGamepadCamera
  102482. * @param name defines camera name
  102483. * @param position defines initial position
  102484. * @param interaxialDistance defines distance between each color axis
  102485. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102486. * @param scene defines the hosting scene
  102487. */
  102488. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102489. /**
  102490. * Gets camera class name
  102491. * @returns StereoscopicGamepadCamera
  102492. */
  102493. getClassName(): string;
  102494. }
  102495. }
  102496. declare module BABYLON {
  102497. /**
  102498. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102499. * @see http://doc.babylonjs.com/features/cameras
  102500. */
  102501. export class StereoscopicUniversalCamera extends UniversalCamera {
  102502. /**
  102503. * Creates a new StereoscopicUniversalCamera
  102504. * @param name defines camera name
  102505. * @param position defines initial position
  102506. * @param interaxialDistance defines distance between each color axis
  102507. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102508. * @param scene defines the hosting scene
  102509. */
  102510. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102511. /**
  102512. * Gets camera class name
  102513. * @returns StereoscopicUniversalCamera
  102514. */
  102515. getClassName(): string;
  102516. }
  102517. }
  102518. declare module BABYLON {
  102519. /**
  102520. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102521. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102522. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102523. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102524. */
  102525. export class VirtualJoysticksCamera extends FreeCamera {
  102526. /**
  102527. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102528. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102529. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102530. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102531. * @param name Define the name of the camera in the scene
  102532. * @param position Define the start position of the camera in the scene
  102533. * @param scene Define the scene the camera belongs to
  102534. */
  102535. constructor(name: string, position: Vector3, scene: Scene);
  102536. /**
  102537. * Gets the current object class name.
  102538. * @return the class name
  102539. */
  102540. getClassName(): string;
  102541. }
  102542. }
  102543. declare module BABYLON {
  102544. /**
  102545. * This represents all the required metrics to create a VR camera.
  102546. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102547. */
  102548. export class VRCameraMetrics {
  102549. /**
  102550. * Define the horizontal resolution off the screen.
  102551. */
  102552. hResolution: number;
  102553. /**
  102554. * Define the vertical resolution off the screen.
  102555. */
  102556. vResolution: number;
  102557. /**
  102558. * Define the horizontal screen size.
  102559. */
  102560. hScreenSize: number;
  102561. /**
  102562. * Define the vertical screen size.
  102563. */
  102564. vScreenSize: number;
  102565. /**
  102566. * Define the vertical screen center position.
  102567. */
  102568. vScreenCenter: number;
  102569. /**
  102570. * Define the distance of the eyes to the screen.
  102571. */
  102572. eyeToScreenDistance: number;
  102573. /**
  102574. * Define the distance between both lenses
  102575. */
  102576. lensSeparationDistance: number;
  102577. /**
  102578. * Define the distance between both viewer's eyes.
  102579. */
  102580. interpupillaryDistance: number;
  102581. /**
  102582. * Define the distortion factor of the VR postprocess.
  102583. * Please, touch with care.
  102584. */
  102585. distortionK: number[];
  102586. /**
  102587. * Define the chromatic aberration correction factors for the VR post process.
  102588. */
  102589. chromaAbCorrection: number[];
  102590. /**
  102591. * Define the scale factor of the post process.
  102592. * The smaller the better but the slower.
  102593. */
  102594. postProcessScaleFactor: number;
  102595. /**
  102596. * Define an offset for the lens center.
  102597. */
  102598. lensCenterOffset: number;
  102599. /**
  102600. * Define if the current vr camera should compensate the distortion of the lense or not.
  102601. */
  102602. compensateDistortion: boolean;
  102603. /**
  102604. * Defines if multiview should be enabled when rendering (Default: false)
  102605. */
  102606. multiviewEnabled: boolean;
  102607. /**
  102608. * Gets the rendering aspect ratio based on the provided resolutions.
  102609. */
  102610. readonly aspectRatio: number;
  102611. /**
  102612. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102613. */
  102614. readonly aspectRatioFov: number;
  102615. /**
  102616. * @hidden
  102617. */
  102618. readonly leftHMatrix: Matrix;
  102619. /**
  102620. * @hidden
  102621. */
  102622. readonly rightHMatrix: Matrix;
  102623. /**
  102624. * @hidden
  102625. */
  102626. readonly leftPreViewMatrix: Matrix;
  102627. /**
  102628. * @hidden
  102629. */
  102630. readonly rightPreViewMatrix: Matrix;
  102631. /**
  102632. * Get the default VRMetrics based on the most generic setup.
  102633. * @returns the default vr metrics
  102634. */
  102635. static GetDefault(): VRCameraMetrics;
  102636. }
  102637. }
  102638. declare module BABYLON {
  102639. /** @hidden */
  102640. export var vrDistortionCorrectionPixelShader: {
  102641. name: string;
  102642. shader: string;
  102643. };
  102644. }
  102645. declare module BABYLON {
  102646. /**
  102647. * VRDistortionCorrectionPostProcess used for mobile VR
  102648. */
  102649. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102650. private _isRightEye;
  102651. private _distortionFactors;
  102652. private _postProcessScaleFactor;
  102653. private _lensCenterOffset;
  102654. private _scaleIn;
  102655. private _scaleFactor;
  102656. private _lensCenter;
  102657. /**
  102658. * Initializes the VRDistortionCorrectionPostProcess
  102659. * @param name The name of the effect.
  102660. * @param camera The camera to apply the render pass to.
  102661. * @param isRightEye If this is for the right eye distortion
  102662. * @param vrMetrics All the required metrics for the VR camera
  102663. */
  102664. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102665. }
  102666. }
  102667. declare module BABYLON {
  102668. /**
  102669. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102670. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102671. */
  102672. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102673. /**
  102674. * Creates a new VRDeviceOrientationArcRotateCamera
  102675. * @param name defines camera name
  102676. * @param alpha defines the camera rotation along the logitudinal axis
  102677. * @param beta defines the camera rotation along the latitudinal axis
  102678. * @param radius defines the camera distance from its target
  102679. * @param target defines the camera target
  102680. * @param scene defines the scene the camera belongs to
  102681. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102682. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102683. */
  102684. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102685. /**
  102686. * Gets camera class name
  102687. * @returns VRDeviceOrientationArcRotateCamera
  102688. */
  102689. getClassName(): string;
  102690. }
  102691. }
  102692. declare module BABYLON {
  102693. /**
  102694. * Camera used to simulate VR rendering (based on FreeCamera)
  102695. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102696. */
  102697. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102698. /**
  102699. * Creates a new VRDeviceOrientationFreeCamera
  102700. * @param name defines camera name
  102701. * @param position defines the start position of the camera
  102702. * @param scene defines the scene the camera belongs to
  102703. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102704. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102705. */
  102706. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102707. /**
  102708. * Gets camera class name
  102709. * @returns VRDeviceOrientationFreeCamera
  102710. */
  102711. getClassName(): string;
  102712. }
  102713. }
  102714. declare module BABYLON {
  102715. /**
  102716. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  102717. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102718. */
  102719. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  102720. /**
  102721. * Creates a new VRDeviceOrientationGamepadCamera
  102722. * @param name defines camera name
  102723. * @param position defines the start position of the camera
  102724. * @param scene defines the scene the camera belongs to
  102725. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102726. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102727. */
  102728. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102729. /**
  102730. * Gets camera class name
  102731. * @returns VRDeviceOrientationGamepadCamera
  102732. */
  102733. getClassName(): string;
  102734. }
  102735. }
  102736. declare module BABYLON {
  102737. /**
  102738. * Base class of materials working in push mode in babylon JS
  102739. * @hidden
  102740. */
  102741. export class PushMaterial extends Material {
  102742. protected _activeEffect: Effect;
  102743. protected _normalMatrix: Matrix;
  102744. /**
  102745. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  102746. * This means that the material can keep using a previous shader while a new one is being compiled.
  102747. * This is mostly used when shader parallel compilation is supported (true by default)
  102748. */
  102749. allowShaderHotSwapping: boolean;
  102750. constructor(name: string, scene: Scene);
  102751. getEffect(): Effect;
  102752. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  102753. /**
  102754. * Binds the given world matrix to the active effect
  102755. *
  102756. * @param world the matrix to bind
  102757. */
  102758. bindOnlyWorldMatrix(world: Matrix): void;
  102759. /**
  102760. * Binds the given normal matrix to the active effect
  102761. *
  102762. * @param normalMatrix the matrix to bind
  102763. */
  102764. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  102765. bind(world: Matrix, mesh?: Mesh): void;
  102766. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  102767. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  102768. }
  102769. }
  102770. declare module BABYLON {
  102771. /**
  102772. * This groups all the flags used to control the materials channel.
  102773. */
  102774. export class MaterialFlags {
  102775. private static _DiffuseTextureEnabled;
  102776. /**
  102777. * Are diffuse textures enabled in the application.
  102778. */
  102779. static DiffuseTextureEnabled: boolean;
  102780. private static _AmbientTextureEnabled;
  102781. /**
  102782. * Are ambient textures enabled in the application.
  102783. */
  102784. static AmbientTextureEnabled: boolean;
  102785. private static _OpacityTextureEnabled;
  102786. /**
  102787. * Are opacity textures enabled in the application.
  102788. */
  102789. static OpacityTextureEnabled: boolean;
  102790. private static _ReflectionTextureEnabled;
  102791. /**
  102792. * Are reflection textures enabled in the application.
  102793. */
  102794. static ReflectionTextureEnabled: boolean;
  102795. private static _EmissiveTextureEnabled;
  102796. /**
  102797. * Are emissive textures enabled in the application.
  102798. */
  102799. static EmissiveTextureEnabled: boolean;
  102800. private static _SpecularTextureEnabled;
  102801. /**
  102802. * Are specular textures enabled in the application.
  102803. */
  102804. static SpecularTextureEnabled: boolean;
  102805. private static _BumpTextureEnabled;
  102806. /**
  102807. * Are bump textures enabled in the application.
  102808. */
  102809. static BumpTextureEnabled: boolean;
  102810. private static _LightmapTextureEnabled;
  102811. /**
  102812. * Are lightmap textures enabled in the application.
  102813. */
  102814. static LightmapTextureEnabled: boolean;
  102815. private static _RefractionTextureEnabled;
  102816. /**
  102817. * Are refraction textures enabled in the application.
  102818. */
  102819. static RefractionTextureEnabled: boolean;
  102820. private static _ColorGradingTextureEnabled;
  102821. /**
  102822. * Are color grading textures enabled in the application.
  102823. */
  102824. static ColorGradingTextureEnabled: boolean;
  102825. private static _FresnelEnabled;
  102826. /**
  102827. * Are fresnels enabled in the application.
  102828. */
  102829. static FresnelEnabled: boolean;
  102830. private static _ClearCoatTextureEnabled;
  102831. /**
  102832. * Are clear coat textures enabled in the application.
  102833. */
  102834. static ClearCoatTextureEnabled: boolean;
  102835. private static _ClearCoatBumpTextureEnabled;
  102836. /**
  102837. * Are clear coat bump textures enabled in the application.
  102838. */
  102839. static ClearCoatBumpTextureEnabled: boolean;
  102840. private static _ClearCoatTintTextureEnabled;
  102841. /**
  102842. * Are clear coat tint textures enabled in the application.
  102843. */
  102844. static ClearCoatTintTextureEnabled: boolean;
  102845. private static _SheenTextureEnabled;
  102846. /**
  102847. * Are sheen textures enabled in the application.
  102848. */
  102849. static SheenTextureEnabled: boolean;
  102850. private static _AnisotropicTextureEnabled;
  102851. /**
  102852. * Are anisotropic textures enabled in the application.
  102853. */
  102854. static AnisotropicTextureEnabled: boolean;
  102855. private static _ThicknessTextureEnabled;
  102856. /**
  102857. * Are thickness textures enabled in the application.
  102858. */
  102859. static ThicknessTextureEnabled: boolean;
  102860. }
  102861. }
  102862. declare module BABYLON {
  102863. /** @hidden */
  102864. export var defaultFragmentDeclaration: {
  102865. name: string;
  102866. shader: string;
  102867. };
  102868. }
  102869. declare module BABYLON {
  102870. /** @hidden */
  102871. export var defaultUboDeclaration: {
  102872. name: string;
  102873. shader: string;
  102874. };
  102875. }
  102876. declare module BABYLON {
  102877. /** @hidden */
  102878. export var lightFragmentDeclaration: {
  102879. name: string;
  102880. shader: string;
  102881. };
  102882. }
  102883. declare module BABYLON {
  102884. /** @hidden */
  102885. export var lightUboDeclaration: {
  102886. name: string;
  102887. shader: string;
  102888. };
  102889. }
  102890. declare module BABYLON {
  102891. /** @hidden */
  102892. export var lightsFragmentFunctions: {
  102893. name: string;
  102894. shader: string;
  102895. };
  102896. }
  102897. declare module BABYLON {
  102898. /** @hidden */
  102899. export var shadowsFragmentFunctions: {
  102900. name: string;
  102901. shader: string;
  102902. };
  102903. }
  102904. declare module BABYLON {
  102905. /** @hidden */
  102906. export var fresnelFunction: {
  102907. name: string;
  102908. shader: string;
  102909. };
  102910. }
  102911. declare module BABYLON {
  102912. /** @hidden */
  102913. export var reflectionFunction: {
  102914. name: string;
  102915. shader: string;
  102916. };
  102917. }
  102918. declare module BABYLON {
  102919. /** @hidden */
  102920. export var bumpFragmentFunctions: {
  102921. name: string;
  102922. shader: string;
  102923. };
  102924. }
  102925. declare module BABYLON {
  102926. /** @hidden */
  102927. export var logDepthDeclaration: {
  102928. name: string;
  102929. shader: string;
  102930. };
  102931. }
  102932. declare module BABYLON {
  102933. /** @hidden */
  102934. export var bumpFragment: {
  102935. name: string;
  102936. shader: string;
  102937. };
  102938. }
  102939. declare module BABYLON {
  102940. /** @hidden */
  102941. export var depthPrePass: {
  102942. name: string;
  102943. shader: string;
  102944. };
  102945. }
  102946. declare module BABYLON {
  102947. /** @hidden */
  102948. export var lightFragment: {
  102949. name: string;
  102950. shader: string;
  102951. };
  102952. }
  102953. declare module BABYLON {
  102954. /** @hidden */
  102955. export var logDepthFragment: {
  102956. name: string;
  102957. shader: string;
  102958. };
  102959. }
  102960. declare module BABYLON {
  102961. /** @hidden */
  102962. export var defaultPixelShader: {
  102963. name: string;
  102964. shader: string;
  102965. };
  102966. }
  102967. declare module BABYLON {
  102968. /** @hidden */
  102969. export var defaultVertexDeclaration: {
  102970. name: string;
  102971. shader: string;
  102972. };
  102973. }
  102974. declare module BABYLON {
  102975. /** @hidden */
  102976. export var bumpVertexDeclaration: {
  102977. name: string;
  102978. shader: string;
  102979. };
  102980. }
  102981. declare module BABYLON {
  102982. /** @hidden */
  102983. export var bumpVertex: {
  102984. name: string;
  102985. shader: string;
  102986. };
  102987. }
  102988. declare module BABYLON {
  102989. /** @hidden */
  102990. export var fogVertex: {
  102991. name: string;
  102992. shader: string;
  102993. };
  102994. }
  102995. declare module BABYLON {
  102996. /** @hidden */
  102997. export var shadowsVertex: {
  102998. name: string;
  102999. shader: string;
  103000. };
  103001. }
  103002. declare module BABYLON {
  103003. /** @hidden */
  103004. export var pointCloudVertex: {
  103005. name: string;
  103006. shader: string;
  103007. };
  103008. }
  103009. declare module BABYLON {
  103010. /** @hidden */
  103011. export var logDepthVertex: {
  103012. name: string;
  103013. shader: string;
  103014. };
  103015. }
  103016. declare module BABYLON {
  103017. /** @hidden */
  103018. export var defaultVertexShader: {
  103019. name: string;
  103020. shader: string;
  103021. };
  103022. }
  103023. declare module BABYLON {
  103024. /** @hidden */
  103025. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103026. MAINUV1: boolean;
  103027. MAINUV2: boolean;
  103028. DIFFUSE: boolean;
  103029. DIFFUSEDIRECTUV: number;
  103030. AMBIENT: boolean;
  103031. AMBIENTDIRECTUV: number;
  103032. OPACITY: boolean;
  103033. OPACITYDIRECTUV: number;
  103034. OPACITYRGB: boolean;
  103035. REFLECTION: boolean;
  103036. EMISSIVE: boolean;
  103037. EMISSIVEDIRECTUV: number;
  103038. SPECULAR: boolean;
  103039. SPECULARDIRECTUV: number;
  103040. BUMP: boolean;
  103041. BUMPDIRECTUV: number;
  103042. PARALLAX: boolean;
  103043. PARALLAXOCCLUSION: boolean;
  103044. SPECULAROVERALPHA: boolean;
  103045. CLIPPLANE: boolean;
  103046. CLIPPLANE2: boolean;
  103047. CLIPPLANE3: boolean;
  103048. CLIPPLANE4: boolean;
  103049. ALPHATEST: boolean;
  103050. DEPTHPREPASS: boolean;
  103051. ALPHAFROMDIFFUSE: boolean;
  103052. POINTSIZE: boolean;
  103053. FOG: boolean;
  103054. SPECULARTERM: boolean;
  103055. DIFFUSEFRESNEL: boolean;
  103056. OPACITYFRESNEL: boolean;
  103057. REFLECTIONFRESNEL: boolean;
  103058. REFRACTIONFRESNEL: boolean;
  103059. EMISSIVEFRESNEL: boolean;
  103060. FRESNEL: boolean;
  103061. NORMAL: boolean;
  103062. UV1: boolean;
  103063. UV2: boolean;
  103064. VERTEXCOLOR: boolean;
  103065. VERTEXALPHA: boolean;
  103066. NUM_BONE_INFLUENCERS: number;
  103067. BonesPerMesh: number;
  103068. BONETEXTURE: boolean;
  103069. INSTANCES: boolean;
  103070. GLOSSINESS: boolean;
  103071. ROUGHNESS: boolean;
  103072. EMISSIVEASILLUMINATION: boolean;
  103073. LINKEMISSIVEWITHDIFFUSE: boolean;
  103074. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103075. LIGHTMAP: boolean;
  103076. LIGHTMAPDIRECTUV: number;
  103077. OBJECTSPACE_NORMALMAP: boolean;
  103078. USELIGHTMAPASSHADOWMAP: boolean;
  103079. REFLECTIONMAP_3D: boolean;
  103080. REFLECTIONMAP_SPHERICAL: boolean;
  103081. REFLECTIONMAP_PLANAR: boolean;
  103082. REFLECTIONMAP_CUBIC: boolean;
  103083. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103084. REFLECTIONMAP_PROJECTION: boolean;
  103085. REFLECTIONMAP_SKYBOX: boolean;
  103086. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103087. REFLECTIONMAP_EXPLICIT: boolean;
  103088. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103089. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103090. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103091. INVERTCUBICMAP: boolean;
  103092. LOGARITHMICDEPTH: boolean;
  103093. REFRACTION: boolean;
  103094. REFRACTIONMAP_3D: boolean;
  103095. REFLECTIONOVERALPHA: boolean;
  103096. TWOSIDEDLIGHTING: boolean;
  103097. SHADOWFLOAT: boolean;
  103098. MORPHTARGETS: boolean;
  103099. MORPHTARGETS_NORMAL: boolean;
  103100. MORPHTARGETS_TANGENT: boolean;
  103101. MORPHTARGETS_UV: boolean;
  103102. NUM_MORPH_INFLUENCERS: number;
  103103. NONUNIFORMSCALING: boolean;
  103104. PREMULTIPLYALPHA: boolean;
  103105. IMAGEPROCESSING: boolean;
  103106. VIGNETTE: boolean;
  103107. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103108. VIGNETTEBLENDMODEOPAQUE: boolean;
  103109. TONEMAPPING: boolean;
  103110. TONEMAPPING_ACES: boolean;
  103111. CONTRAST: boolean;
  103112. COLORCURVES: boolean;
  103113. COLORGRADING: boolean;
  103114. COLORGRADING3D: boolean;
  103115. SAMPLER3DGREENDEPTH: boolean;
  103116. SAMPLER3DBGRMAP: boolean;
  103117. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103118. MULTIVIEW: boolean;
  103119. /**
  103120. * If the reflection texture on this material is in linear color space
  103121. * @hidden
  103122. */
  103123. IS_REFLECTION_LINEAR: boolean;
  103124. /**
  103125. * If the refraction texture on this material is in linear color space
  103126. * @hidden
  103127. */
  103128. IS_REFRACTION_LINEAR: boolean;
  103129. EXPOSURE: boolean;
  103130. constructor();
  103131. setReflectionMode(modeToEnable: string): void;
  103132. }
  103133. /**
  103134. * This is the default material used in Babylon. It is the best trade off between quality
  103135. * and performances.
  103136. * @see http://doc.babylonjs.com/babylon101/materials
  103137. */
  103138. export class StandardMaterial extends PushMaterial {
  103139. private _diffuseTexture;
  103140. /**
  103141. * The basic texture of the material as viewed under a light.
  103142. */
  103143. diffuseTexture: Nullable<BaseTexture>;
  103144. private _ambientTexture;
  103145. /**
  103146. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103147. */
  103148. ambientTexture: Nullable<BaseTexture>;
  103149. private _opacityTexture;
  103150. /**
  103151. * Define the transparency of the material from a texture.
  103152. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103153. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103154. */
  103155. opacityTexture: Nullable<BaseTexture>;
  103156. private _reflectionTexture;
  103157. /**
  103158. * Define the texture used to display the reflection.
  103159. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103160. */
  103161. reflectionTexture: Nullable<BaseTexture>;
  103162. private _emissiveTexture;
  103163. /**
  103164. * Define texture of the material as if self lit.
  103165. * This will be mixed in the final result even in the absence of light.
  103166. */
  103167. emissiveTexture: Nullable<BaseTexture>;
  103168. private _specularTexture;
  103169. /**
  103170. * Define how the color and intensity of the highlight given by the light in the material.
  103171. */
  103172. specularTexture: Nullable<BaseTexture>;
  103173. private _bumpTexture;
  103174. /**
  103175. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103176. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  103177. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103178. */
  103179. bumpTexture: Nullable<BaseTexture>;
  103180. private _lightmapTexture;
  103181. /**
  103182. * Complex lighting can be computationally expensive to compute at runtime.
  103183. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103184. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103185. */
  103186. lightmapTexture: Nullable<BaseTexture>;
  103187. private _refractionTexture;
  103188. /**
  103189. * Define the texture used to display the refraction.
  103190. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103191. */
  103192. refractionTexture: Nullable<BaseTexture>;
  103193. /**
  103194. * The color of the material lit by the environmental background lighting.
  103195. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103196. */
  103197. ambientColor: Color3;
  103198. /**
  103199. * The basic color of the material as viewed under a light.
  103200. */
  103201. diffuseColor: Color3;
  103202. /**
  103203. * Define how the color and intensity of the highlight given by the light in the material.
  103204. */
  103205. specularColor: Color3;
  103206. /**
  103207. * Define the color of the material as if self lit.
  103208. * This will be mixed in the final result even in the absence of light.
  103209. */
  103210. emissiveColor: Color3;
  103211. /**
  103212. * Defines how sharp are the highlights in the material.
  103213. * The bigger the value the sharper giving a more glossy feeling to the result.
  103214. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103215. */
  103216. specularPower: number;
  103217. private _useAlphaFromDiffuseTexture;
  103218. /**
  103219. * Does the transparency come from the diffuse texture alpha channel.
  103220. */
  103221. useAlphaFromDiffuseTexture: boolean;
  103222. private _useEmissiveAsIllumination;
  103223. /**
  103224. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103225. */
  103226. useEmissiveAsIllumination: boolean;
  103227. private _linkEmissiveWithDiffuse;
  103228. /**
  103229. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103230. * the emissive level when the final color is close to one.
  103231. */
  103232. linkEmissiveWithDiffuse: boolean;
  103233. private _useSpecularOverAlpha;
  103234. /**
  103235. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103236. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103237. */
  103238. useSpecularOverAlpha: boolean;
  103239. private _useReflectionOverAlpha;
  103240. /**
  103241. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103242. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103243. */
  103244. useReflectionOverAlpha: boolean;
  103245. private _disableLighting;
  103246. /**
  103247. * Does lights from the scene impacts this material.
  103248. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103249. */
  103250. disableLighting: boolean;
  103251. private _useObjectSpaceNormalMap;
  103252. /**
  103253. * Allows using an object space normal map (instead of tangent space).
  103254. */
  103255. useObjectSpaceNormalMap: boolean;
  103256. private _useParallax;
  103257. /**
  103258. * Is parallax enabled or not.
  103259. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103260. */
  103261. useParallax: boolean;
  103262. private _useParallaxOcclusion;
  103263. /**
  103264. * Is parallax occlusion enabled or not.
  103265. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103266. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103267. */
  103268. useParallaxOcclusion: boolean;
  103269. /**
  103270. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  103271. */
  103272. parallaxScaleBias: number;
  103273. private _roughness;
  103274. /**
  103275. * Helps to define how blurry the reflections should appears in the material.
  103276. */
  103277. roughness: number;
  103278. /**
  103279. * In case of refraction, define the value of the index of refraction.
  103280. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103281. */
  103282. indexOfRefraction: number;
  103283. /**
  103284. * Invert the refraction texture alongside the y axis.
  103285. * It can be useful with procedural textures or probe for instance.
  103286. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103287. */
  103288. invertRefractionY: boolean;
  103289. /**
  103290. * Defines the alpha limits in alpha test mode.
  103291. */
  103292. alphaCutOff: number;
  103293. private _useLightmapAsShadowmap;
  103294. /**
  103295. * In case of light mapping, define whether the map contains light or shadow informations.
  103296. */
  103297. useLightmapAsShadowmap: boolean;
  103298. private _diffuseFresnelParameters;
  103299. /**
  103300. * Define the diffuse fresnel parameters of the material.
  103301. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103302. */
  103303. diffuseFresnelParameters: FresnelParameters;
  103304. private _opacityFresnelParameters;
  103305. /**
  103306. * Define the opacity fresnel parameters of the material.
  103307. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103308. */
  103309. opacityFresnelParameters: FresnelParameters;
  103310. private _reflectionFresnelParameters;
  103311. /**
  103312. * Define the reflection fresnel parameters of the material.
  103313. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103314. */
  103315. reflectionFresnelParameters: FresnelParameters;
  103316. private _refractionFresnelParameters;
  103317. /**
  103318. * Define the refraction fresnel parameters of the material.
  103319. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103320. */
  103321. refractionFresnelParameters: FresnelParameters;
  103322. private _emissiveFresnelParameters;
  103323. /**
  103324. * Define the emissive fresnel parameters of the material.
  103325. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103326. */
  103327. emissiveFresnelParameters: FresnelParameters;
  103328. private _useReflectionFresnelFromSpecular;
  103329. /**
  103330. * If true automatically deducts the fresnels values from the material specularity.
  103331. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103332. */
  103333. useReflectionFresnelFromSpecular: boolean;
  103334. private _useGlossinessFromSpecularMapAlpha;
  103335. /**
  103336. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103337. */
  103338. useGlossinessFromSpecularMapAlpha: boolean;
  103339. private _maxSimultaneousLights;
  103340. /**
  103341. * Defines the maximum number of lights that can be used in the material
  103342. */
  103343. maxSimultaneousLights: number;
  103344. private _invertNormalMapX;
  103345. /**
  103346. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103347. */
  103348. invertNormalMapX: boolean;
  103349. private _invertNormalMapY;
  103350. /**
  103351. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103352. */
  103353. invertNormalMapY: boolean;
  103354. private _twoSidedLighting;
  103355. /**
  103356. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103357. */
  103358. twoSidedLighting: boolean;
  103359. /**
  103360. * Default configuration related to image processing available in the standard Material.
  103361. */
  103362. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103363. /**
  103364. * Gets the image processing configuration used either in this material.
  103365. */
  103366. /**
  103367. * Sets the Default image processing configuration used either in the this material.
  103368. *
  103369. * If sets to null, the scene one is in use.
  103370. */
  103371. imageProcessingConfiguration: ImageProcessingConfiguration;
  103372. /**
  103373. * Keep track of the image processing observer to allow dispose and replace.
  103374. */
  103375. private _imageProcessingObserver;
  103376. /**
  103377. * Attaches a new image processing configuration to the Standard Material.
  103378. * @param configuration
  103379. */
  103380. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103381. /**
  103382. * Gets wether the color curves effect is enabled.
  103383. */
  103384. /**
  103385. * Sets wether the color curves effect is enabled.
  103386. */
  103387. cameraColorCurvesEnabled: boolean;
  103388. /**
  103389. * Gets wether the color grading effect is enabled.
  103390. */
  103391. /**
  103392. * Gets wether the color grading effect is enabled.
  103393. */
  103394. cameraColorGradingEnabled: boolean;
  103395. /**
  103396. * Gets wether tonemapping is enabled or not.
  103397. */
  103398. /**
  103399. * Sets wether tonemapping is enabled or not
  103400. */
  103401. cameraToneMappingEnabled: boolean;
  103402. /**
  103403. * The camera exposure used on this material.
  103404. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103405. * This corresponds to a photographic exposure.
  103406. */
  103407. /**
  103408. * The camera exposure used on this material.
  103409. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103410. * This corresponds to a photographic exposure.
  103411. */
  103412. cameraExposure: number;
  103413. /**
  103414. * Gets The camera contrast used on this material.
  103415. */
  103416. /**
  103417. * Sets The camera contrast used on this material.
  103418. */
  103419. cameraContrast: number;
  103420. /**
  103421. * Gets the Color Grading 2D Lookup Texture.
  103422. */
  103423. /**
  103424. * Sets the Color Grading 2D Lookup Texture.
  103425. */
  103426. cameraColorGradingTexture: Nullable<BaseTexture>;
  103427. /**
  103428. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103429. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103430. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  103431. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103432. */
  103433. /**
  103434. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103435. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103436. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  103437. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103438. */
  103439. cameraColorCurves: Nullable<ColorCurves>;
  103440. /**
  103441. * Custom callback helping to override the default shader used in the material.
  103442. */
  103443. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103444. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103445. protected _worldViewProjectionMatrix: Matrix;
  103446. protected _globalAmbientColor: Color3;
  103447. protected _useLogarithmicDepth: boolean;
  103448. /**
  103449. * Instantiates a new standard material.
  103450. * This is the default material used in Babylon. It is the best trade off between quality
  103451. * and performances.
  103452. * @see http://doc.babylonjs.com/babylon101/materials
  103453. * @param name Define the name of the material in the scene
  103454. * @param scene Define the scene the material belong to
  103455. */
  103456. constructor(name: string, scene: Scene);
  103457. /**
  103458. * Gets a boolean indicating that current material needs to register RTT
  103459. */
  103460. readonly hasRenderTargetTextures: boolean;
  103461. /**
  103462. * Gets the current class name of the material e.g. "StandardMaterial"
  103463. * Mainly use in serialization.
  103464. * @returns the class name
  103465. */
  103466. getClassName(): string;
  103467. /**
  103468. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103469. * You can try switching to logarithmic depth.
  103470. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103471. */
  103472. useLogarithmicDepth: boolean;
  103473. /**
  103474. * Specifies if the material will require alpha blending
  103475. * @returns a boolean specifying if alpha blending is needed
  103476. */
  103477. needAlphaBlending(): boolean;
  103478. /**
  103479. * Specifies if this material should be rendered in alpha test mode
  103480. * @returns a boolean specifying if an alpha test is needed.
  103481. */
  103482. needAlphaTesting(): boolean;
  103483. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103484. /**
  103485. * Get the texture used for alpha test purpose.
  103486. * @returns the diffuse texture in case of the standard material.
  103487. */
  103488. getAlphaTestTexture(): Nullable<BaseTexture>;
  103489. /**
  103490. * Get if the submesh is ready to be used and all its information available.
  103491. * Child classes can use it to update shaders
  103492. * @param mesh defines the mesh to check
  103493. * @param subMesh defines which submesh to check
  103494. * @param useInstances specifies that instances should be used
  103495. * @returns a boolean indicating that the submesh is ready or not
  103496. */
  103497. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103498. /**
  103499. * Builds the material UBO layouts.
  103500. * Used internally during the effect preparation.
  103501. */
  103502. buildUniformLayout(): void;
  103503. /**
  103504. * Unbinds the material from the mesh
  103505. */
  103506. unbind(): void;
  103507. /**
  103508. * Binds the submesh to this material by preparing the effect and shader to draw
  103509. * @param world defines the world transformation matrix
  103510. * @param mesh defines the mesh containing the submesh
  103511. * @param subMesh defines the submesh to bind the material to
  103512. */
  103513. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103514. /**
  103515. * Get the list of animatables in the material.
  103516. * @returns the list of animatables object used in the material
  103517. */
  103518. getAnimatables(): IAnimatable[];
  103519. /**
  103520. * Gets the active textures from the material
  103521. * @returns an array of textures
  103522. */
  103523. getActiveTextures(): BaseTexture[];
  103524. /**
  103525. * Specifies if the material uses a texture
  103526. * @param texture defines the texture to check against the material
  103527. * @returns a boolean specifying if the material uses the texture
  103528. */
  103529. hasTexture(texture: BaseTexture): boolean;
  103530. /**
  103531. * Disposes the material
  103532. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103533. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103534. */
  103535. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103536. /**
  103537. * Makes a duplicate of the material, and gives it a new name
  103538. * @param name defines the new name for the duplicated material
  103539. * @returns the cloned material
  103540. */
  103541. clone(name: string): StandardMaterial;
  103542. /**
  103543. * Serializes this material in a JSON representation
  103544. * @returns the serialized material object
  103545. */
  103546. serialize(): any;
  103547. /**
  103548. * Creates a standard material from parsed material data
  103549. * @param source defines the JSON representation of the material
  103550. * @param scene defines the hosting scene
  103551. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103552. * @returns a new standard material
  103553. */
  103554. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103555. /**
  103556. * Are diffuse textures enabled in the application.
  103557. */
  103558. static DiffuseTextureEnabled: boolean;
  103559. /**
  103560. * Are ambient textures enabled in the application.
  103561. */
  103562. static AmbientTextureEnabled: boolean;
  103563. /**
  103564. * Are opacity textures enabled in the application.
  103565. */
  103566. static OpacityTextureEnabled: boolean;
  103567. /**
  103568. * Are reflection textures enabled in the application.
  103569. */
  103570. static ReflectionTextureEnabled: boolean;
  103571. /**
  103572. * Are emissive textures enabled in the application.
  103573. */
  103574. static EmissiveTextureEnabled: boolean;
  103575. /**
  103576. * Are specular textures enabled in the application.
  103577. */
  103578. static SpecularTextureEnabled: boolean;
  103579. /**
  103580. * Are bump textures enabled in the application.
  103581. */
  103582. static BumpTextureEnabled: boolean;
  103583. /**
  103584. * Are lightmap textures enabled in the application.
  103585. */
  103586. static LightmapTextureEnabled: boolean;
  103587. /**
  103588. * Are refraction textures enabled in the application.
  103589. */
  103590. static RefractionTextureEnabled: boolean;
  103591. /**
  103592. * Are color grading textures enabled in the application.
  103593. */
  103594. static ColorGradingTextureEnabled: boolean;
  103595. /**
  103596. * Are fresnels enabled in the application.
  103597. */
  103598. static FresnelEnabled: boolean;
  103599. }
  103600. }
  103601. declare module BABYLON {
  103602. /**
  103603. * A class extending Texture allowing drawing on a texture
  103604. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103605. */
  103606. export class DynamicTexture extends Texture {
  103607. private _generateMipMaps;
  103608. private _canvas;
  103609. private _context;
  103610. private _engine;
  103611. /**
  103612. * Creates a DynamicTexture
  103613. * @param name defines the name of the texture
  103614. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  103615. * @param scene defines the scene where you want the texture
  103616. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103617. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103618. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103619. */
  103620. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103621. /**
  103622. * Get the current class name of the texture useful for serialization or dynamic coding.
  103623. * @returns "DynamicTexture"
  103624. */
  103625. getClassName(): string;
  103626. /**
  103627. * Gets the current state of canRescale
  103628. */
  103629. readonly canRescale: boolean;
  103630. private _recreate;
  103631. /**
  103632. * Scales the texture
  103633. * @param ratio the scale factor to apply to both width and height
  103634. */
  103635. scale(ratio: number): void;
  103636. /**
  103637. * Resizes the texture
  103638. * @param width the new width
  103639. * @param height the new height
  103640. */
  103641. scaleTo(width: number, height: number): void;
  103642. /**
  103643. * Gets the context of the canvas used by the texture
  103644. * @returns the canvas context of the dynamic texture
  103645. */
  103646. getContext(): CanvasRenderingContext2D;
  103647. /**
  103648. * Clears the texture
  103649. */
  103650. clear(): void;
  103651. /**
  103652. * Updates the texture
  103653. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103654. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103655. */
  103656. update(invertY?: boolean, premulAlpha?: boolean): void;
  103657. /**
  103658. * Draws text onto the texture
  103659. * @param text defines the text to be drawn
  103660. * @param x defines the placement of the text from the left
  103661. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103662. * @param font defines the font to be used with font-style, font-size, font-name
  103663. * @param color defines the color used for the text
  103664. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103665. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103666. * @param update defines whether texture is immediately update (default is true)
  103667. */
  103668. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103669. /**
  103670. * Clones the texture
  103671. * @returns the clone of the texture.
  103672. */
  103673. clone(): DynamicTexture;
  103674. /**
  103675. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103676. * @returns a serialized dynamic texture object
  103677. */
  103678. serialize(): any;
  103679. /** @hidden */
  103680. _rebuild(): void;
  103681. }
  103682. }
  103683. declare module BABYLON {
  103684. /** @hidden */
  103685. export var imageProcessingPixelShader: {
  103686. name: string;
  103687. shader: string;
  103688. };
  103689. }
  103690. declare module BABYLON {
  103691. /**
  103692. * ImageProcessingPostProcess
  103693. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103694. */
  103695. export class ImageProcessingPostProcess extends PostProcess {
  103696. /**
  103697. * Default configuration related to image processing available in the PBR Material.
  103698. */
  103699. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103700. /**
  103701. * Gets the image processing configuration used either in this material.
  103702. */
  103703. /**
  103704. * Sets the Default image processing configuration used either in the this material.
  103705. *
  103706. * If sets to null, the scene one is in use.
  103707. */
  103708. imageProcessingConfiguration: ImageProcessingConfiguration;
  103709. /**
  103710. * Keep track of the image processing observer to allow dispose and replace.
  103711. */
  103712. private _imageProcessingObserver;
  103713. /**
  103714. * Attaches a new image processing configuration to the PBR Material.
  103715. * @param configuration
  103716. */
  103717. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  103718. /**
  103719. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103720. */
  103721. /**
  103722. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  103723. */
  103724. colorCurves: Nullable<ColorCurves>;
  103725. /**
  103726. * Gets wether the color curves effect is enabled.
  103727. */
  103728. /**
  103729. * Sets wether the color curves effect is enabled.
  103730. */
  103731. colorCurvesEnabled: boolean;
  103732. /**
  103733. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103734. */
  103735. /**
  103736. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  103737. */
  103738. colorGradingTexture: Nullable<BaseTexture>;
  103739. /**
  103740. * Gets wether the color grading effect is enabled.
  103741. */
  103742. /**
  103743. * Gets wether the color grading effect is enabled.
  103744. */
  103745. colorGradingEnabled: boolean;
  103746. /**
  103747. * Gets exposure used in the effect.
  103748. */
  103749. /**
  103750. * Sets exposure used in the effect.
  103751. */
  103752. exposure: number;
  103753. /**
  103754. * Gets wether tonemapping is enabled or not.
  103755. */
  103756. /**
  103757. * Sets wether tonemapping is enabled or not
  103758. */
  103759. toneMappingEnabled: boolean;
  103760. /**
  103761. * Gets the type of tone mapping effect.
  103762. */
  103763. /**
  103764. * Sets the type of tone mapping effect.
  103765. */
  103766. toneMappingType: number;
  103767. /**
  103768. * Gets contrast used in the effect.
  103769. */
  103770. /**
  103771. * Sets contrast used in the effect.
  103772. */
  103773. contrast: number;
  103774. /**
  103775. * Gets Vignette stretch size.
  103776. */
  103777. /**
  103778. * Sets Vignette stretch size.
  103779. */
  103780. vignetteStretch: number;
  103781. /**
  103782. * Gets Vignette centre X Offset.
  103783. */
  103784. /**
  103785. * Sets Vignette centre X Offset.
  103786. */
  103787. vignetteCentreX: number;
  103788. /**
  103789. * Gets Vignette centre Y Offset.
  103790. */
  103791. /**
  103792. * Sets Vignette centre Y Offset.
  103793. */
  103794. vignetteCentreY: number;
  103795. /**
  103796. * Gets Vignette weight or intensity of the vignette effect.
  103797. */
  103798. /**
  103799. * Sets Vignette weight or intensity of the vignette effect.
  103800. */
  103801. vignetteWeight: number;
  103802. /**
  103803. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103804. * if vignetteEnabled is set to true.
  103805. */
  103806. /**
  103807. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  103808. * if vignetteEnabled is set to true.
  103809. */
  103810. vignetteColor: Color4;
  103811. /**
  103812. * Gets Camera field of view used by the Vignette effect.
  103813. */
  103814. /**
  103815. * Sets Camera field of view used by the Vignette effect.
  103816. */
  103817. vignetteCameraFov: number;
  103818. /**
  103819. * Gets the vignette blend mode allowing different kind of effect.
  103820. */
  103821. /**
  103822. * Sets the vignette blend mode allowing different kind of effect.
  103823. */
  103824. vignetteBlendMode: number;
  103825. /**
  103826. * Gets wether the vignette effect is enabled.
  103827. */
  103828. /**
  103829. * Sets wether the vignette effect is enabled.
  103830. */
  103831. vignetteEnabled: boolean;
  103832. private _fromLinearSpace;
  103833. /**
  103834. * Gets wether the input of the processing is in Gamma or Linear Space.
  103835. */
  103836. /**
  103837. * Sets wether the input of the processing is in Gamma or Linear Space.
  103838. */
  103839. fromLinearSpace: boolean;
  103840. /**
  103841. * Defines cache preventing GC.
  103842. */
  103843. private _defines;
  103844. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  103845. /**
  103846. * "ImageProcessingPostProcess"
  103847. * @returns "ImageProcessingPostProcess"
  103848. */
  103849. getClassName(): string;
  103850. protected _updateParameters(): void;
  103851. dispose(camera?: Camera): void;
  103852. }
  103853. }
  103854. declare module BABYLON {
  103855. /**
  103856. * Class containing static functions to help procedurally build meshes
  103857. */
  103858. export class GroundBuilder {
  103859. /**
  103860. * Creates a ground mesh
  103861. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  103862. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  103863. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  103864. * @param name defines the name of the mesh
  103865. * @param options defines the options used to create the mesh
  103866. * @param scene defines the hosting scene
  103867. * @returns the ground mesh
  103868. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  103869. */
  103870. static CreateGround(name: string, options: {
  103871. width?: number;
  103872. height?: number;
  103873. subdivisions?: number;
  103874. subdivisionsX?: number;
  103875. subdivisionsY?: number;
  103876. updatable?: boolean;
  103877. }, scene: any): Mesh;
  103878. /**
  103879. * Creates a tiled ground mesh
  103880. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  103881. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  103882. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  103883. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  103884. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103885. * @param name defines the name of the mesh
  103886. * @param options defines the options used to create the mesh
  103887. * @param scene defines the hosting scene
  103888. * @returns the tiled ground mesh
  103889. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  103890. */
  103891. static CreateTiledGround(name: string, options: {
  103892. xmin: number;
  103893. zmin: number;
  103894. xmax: number;
  103895. zmax: number;
  103896. subdivisions?: {
  103897. w: number;
  103898. h: number;
  103899. };
  103900. precision?: {
  103901. w: number;
  103902. h: number;
  103903. };
  103904. updatable?: boolean;
  103905. }, scene?: Nullable<Scene>): Mesh;
  103906. /**
  103907. * Creates a ground mesh from a height map
  103908. * * The parameter `url` sets the URL of the height map image resource.
  103909. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  103910. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  103911. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  103912. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  103913. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  103914. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  103915. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  103916. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103917. * @param name defines the name of the mesh
  103918. * @param url defines the url to the height map
  103919. * @param options defines the options used to create the mesh
  103920. * @param scene defines the hosting scene
  103921. * @returns the ground mesh
  103922. * @see https://doc.babylonjs.com/babylon101/height_map
  103923. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  103924. */
  103925. static CreateGroundFromHeightMap(name: string, url: string, options: {
  103926. width?: number;
  103927. height?: number;
  103928. subdivisions?: number;
  103929. minHeight?: number;
  103930. maxHeight?: number;
  103931. colorFilter?: Color3;
  103932. alphaFilter?: number;
  103933. updatable?: boolean;
  103934. onReady?: (mesh: GroundMesh) => void;
  103935. }, scene?: Nullable<Scene>): GroundMesh;
  103936. }
  103937. }
  103938. declare module BABYLON {
  103939. /**
  103940. * Class containing static functions to help procedurally build meshes
  103941. */
  103942. export class TorusBuilder {
  103943. /**
  103944. * Creates a torus mesh
  103945. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  103946. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  103947. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  103948. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103949. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  103950. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103951. * @param name defines the name of the mesh
  103952. * @param options defines the options used to create the mesh
  103953. * @param scene defines the hosting scene
  103954. * @returns the torus mesh
  103955. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  103956. */
  103957. static CreateTorus(name: string, options: {
  103958. diameter?: number;
  103959. thickness?: number;
  103960. tessellation?: number;
  103961. updatable?: boolean;
  103962. sideOrientation?: number;
  103963. frontUVs?: Vector4;
  103964. backUVs?: Vector4;
  103965. }, scene: any): Mesh;
  103966. }
  103967. }
  103968. declare module BABYLON {
  103969. /**
  103970. * Class containing static functions to help procedurally build meshes
  103971. */
  103972. export class CylinderBuilder {
  103973. /**
  103974. * Creates a cylinder or a cone mesh
  103975. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  103976. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  103977. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  103978. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  103979. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  103980. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  103981. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  103982. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  103983. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  103984. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  103985. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  103986. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  103987. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  103988. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  103989. * * If `enclose` is false, a ring surface is one element.
  103990. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  103991. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  103992. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  103993. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  103994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  103995. * @param name defines the name of the mesh
  103996. * @param options defines the options used to create the mesh
  103997. * @param scene defines the hosting scene
  103998. * @returns the cylinder mesh
  103999. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104000. */
  104001. static CreateCylinder(name: string, options: {
  104002. height?: number;
  104003. diameterTop?: number;
  104004. diameterBottom?: number;
  104005. diameter?: number;
  104006. tessellation?: number;
  104007. subdivisions?: number;
  104008. arc?: number;
  104009. faceColors?: Color4[];
  104010. faceUV?: Vector4[];
  104011. updatable?: boolean;
  104012. hasRings?: boolean;
  104013. enclose?: boolean;
  104014. cap?: number;
  104015. sideOrientation?: number;
  104016. frontUVs?: Vector4;
  104017. backUVs?: Vector4;
  104018. }, scene: any): Mesh;
  104019. }
  104020. }
  104021. declare module BABYLON {
  104022. /**
  104023. * Options to modify the vr teleportation behavior.
  104024. */
  104025. export interface VRTeleportationOptions {
  104026. /**
  104027. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104028. */
  104029. floorMeshName?: string;
  104030. /**
  104031. * A list of meshes to be used as the teleportation floor. (default: empty)
  104032. */
  104033. floorMeshes?: Mesh[];
  104034. }
  104035. /**
  104036. * Options to modify the vr experience helper's behavior.
  104037. */
  104038. export interface VRExperienceHelperOptions extends WebVROptions {
  104039. /**
  104040. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104041. */
  104042. createDeviceOrientationCamera?: boolean;
  104043. /**
  104044. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104045. */
  104046. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104047. /**
  104048. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104049. */
  104050. laserToggle?: boolean;
  104051. /**
  104052. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104053. */
  104054. floorMeshes?: Mesh[];
  104055. /**
  104056. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104057. */
  104058. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104059. }
  104060. /**
  104061. * Event containing information after VR has been entered
  104062. */
  104063. export class OnAfterEnteringVRObservableEvent {
  104064. /**
  104065. * If entering vr was successful
  104066. */
  104067. success: boolean;
  104068. }
  104069. /**
  104070. * Helps to quickly add VR support to an existing scene.
  104071. * See http://doc.babylonjs.com/how_to/webvr_helper
  104072. */
  104073. export class VRExperienceHelper {
  104074. /** Options to modify the vr experience helper's behavior. */
  104075. webVROptions: VRExperienceHelperOptions;
  104076. private _scene;
  104077. private _position;
  104078. private _btnVR;
  104079. private _btnVRDisplayed;
  104080. private _webVRsupported;
  104081. private _webVRready;
  104082. private _webVRrequesting;
  104083. private _webVRpresenting;
  104084. private _hasEnteredVR;
  104085. private _fullscreenVRpresenting;
  104086. private _canvas;
  104087. private _webVRCamera;
  104088. private _vrDeviceOrientationCamera;
  104089. private _deviceOrientationCamera;
  104090. private _existingCamera;
  104091. private _onKeyDown;
  104092. private _onVrDisplayPresentChange;
  104093. private _onVRDisplayChanged;
  104094. private _onVRRequestPresentStart;
  104095. private _onVRRequestPresentComplete;
  104096. /**
  104097. * Observable raised right before entering VR.
  104098. */
  104099. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104100. /**
  104101. * Observable raised when entering VR has completed.
  104102. */
  104103. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104104. /**
  104105. * Observable raised when exiting VR.
  104106. */
  104107. onExitingVRObservable: Observable<VRExperienceHelper>;
  104108. /**
  104109. * Observable raised when controller mesh is loaded.
  104110. */
  104111. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104112. /** Return this.onEnteringVRObservable
  104113. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104114. */
  104115. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104116. /** Return this.onExitingVRObservable
  104117. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104118. */
  104119. readonly onExitingVR: Observable<VRExperienceHelper>;
  104120. /** Return this.onControllerMeshLoadedObservable
  104121. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104122. */
  104123. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104124. private _rayLength;
  104125. private _useCustomVRButton;
  104126. private _teleportationRequested;
  104127. private _teleportActive;
  104128. private _floorMeshName;
  104129. private _floorMeshesCollection;
  104130. private _rotationAllowed;
  104131. private _teleportBackwardsVector;
  104132. private _teleportationTarget;
  104133. private _isDefaultTeleportationTarget;
  104134. private _postProcessMove;
  104135. private _teleportationFillColor;
  104136. private _teleportationBorderColor;
  104137. private _rotationAngle;
  104138. private _haloCenter;
  104139. private _cameraGazer;
  104140. private _padSensibilityUp;
  104141. private _padSensibilityDown;
  104142. private _leftController;
  104143. private _rightController;
  104144. /**
  104145. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104146. */
  104147. onNewMeshSelected: Observable<AbstractMesh>;
  104148. /**
  104149. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104150. */
  104151. onNewMeshPicked: Observable<PickingInfo>;
  104152. private _circleEase;
  104153. /**
  104154. * Observable raised before camera teleportation
  104155. */
  104156. onBeforeCameraTeleport: Observable<Vector3>;
  104157. /**
  104158. * Observable raised after camera teleportation
  104159. */
  104160. onAfterCameraTeleport: Observable<Vector3>;
  104161. /**
  104162. * Observable raised when current selected mesh gets unselected
  104163. */
  104164. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104165. private _raySelectionPredicate;
  104166. /**
  104167. * To be optionaly changed by user to define custom ray selection
  104168. */
  104169. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104170. /**
  104171. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104172. */
  104173. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104174. /**
  104175. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104176. */
  104177. teleportationEnabled: boolean;
  104178. private _defaultHeight;
  104179. private _teleportationInitialized;
  104180. private _interactionsEnabled;
  104181. private _interactionsRequested;
  104182. private _displayGaze;
  104183. private _displayLaserPointer;
  104184. /**
  104185. * The mesh used to display where the user is going to teleport.
  104186. */
  104187. /**
  104188. * Sets the mesh to be used to display where the user is going to teleport.
  104189. */
  104190. teleportationTarget: Mesh;
  104191. /**
  104192. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  104193. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104194. * See http://doc.babylonjs.com/resources/baking_transformations
  104195. */
  104196. gazeTrackerMesh: Mesh;
  104197. /**
  104198. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104199. */
  104200. updateGazeTrackerScale: boolean;
  104201. /**
  104202. * If the gaze trackers color should be updated when selecting meshes
  104203. */
  104204. updateGazeTrackerColor: boolean;
  104205. /**
  104206. * The gaze tracking mesh corresponding to the left controller
  104207. */
  104208. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104209. /**
  104210. * The gaze tracking mesh corresponding to the right controller
  104211. */
  104212. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104213. /**
  104214. * If the ray of the gaze should be displayed.
  104215. */
  104216. /**
  104217. * Sets if the ray of the gaze should be displayed.
  104218. */
  104219. displayGaze: boolean;
  104220. /**
  104221. * If the ray of the LaserPointer should be displayed.
  104222. */
  104223. /**
  104224. * Sets if the ray of the LaserPointer should be displayed.
  104225. */
  104226. displayLaserPointer: boolean;
  104227. /**
  104228. * The deviceOrientationCamera used as the camera when not in VR.
  104229. */
  104230. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104231. /**
  104232. * Based on the current WebVR support, returns the current VR camera used.
  104233. */
  104234. readonly currentVRCamera: Nullable<Camera>;
  104235. /**
  104236. * The webVRCamera which is used when in VR.
  104237. */
  104238. readonly webVRCamera: WebVRFreeCamera;
  104239. /**
  104240. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104241. */
  104242. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104243. /**
  104244. * The html button that is used to trigger entering into VR.
  104245. */
  104246. readonly vrButton: Nullable<HTMLButtonElement>;
  104247. private readonly _teleportationRequestInitiated;
  104248. /**
  104249. * Defines wether or not Pointer lock should be requested when switching to
  104250. * full screen.
  104251. */
  104252. requestPointerLockOnFullScreen: boolean;
  104253. /**
  104254. * Instantiates a VRExperienceHelper.
  104255. * Helps to quickly add VR support to an existing scene.
  104256. * @param scene The scene the VRExperienceHelper belongs to.
  104257. * @param webVROptions Options to modify the vr experience helper's behavior.
  104258. */
  104259. constructor(scene: Scene,
  104260. /** Options to modify the vr experience helper's behavior. */
  104261. webVROptions?: VRExperienceHelperOptions);
  104262. private _onDefaultMeshLoaded;
  104263. private _onResize;
  104264. private _onFullscreenChange;
  104265. /**
  104266. * Gets a value indicating if we are currently in VR mode.
  104267. */
  104268. readonly isInVRMode: boolean;
  104269. private onVrDisplayPresentChange;
  104270. private onVRDisplayChanged;
  104271. private moveButtonToBottomRight;
  104272. private displayVRButton;
  104273. private updateButtonVisibility;
  104274. private _cachedAngularSensibility;
  104275. /**
  104276. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104277. * Otherwise, will use the fullscreen API.
  104278. */
  104279. enterVR(): void;
  104280. /**
  104281. * Attempt to exit VR, or fullscreen.
  104282. */
  104283. exitVR(): void;
  104284. /**
  104285. * The position of the vr experience helper.
  104286. */
  104287. /**
  104288. * Sets the position of the vr experience helper.
  104289. */
  104290. position: Vector3;
  104291. /**
  104292. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104293. */
  104294. enableInteractions(): void;
  104295. private readonly _noControllerIsActive;
  104296. private beforeRender;
  104297. private _isTeleportationFloor;
  104298. /**
  104299. * Adds a floor mesh to be used for teleportation.
  104300. * @param floorMesh the mesh to be used for teleportation.
  104301. */
  104302. addFloorMesh(floorMesh: Mesh): void;
  104303. /**
  104304. * Removes a floor mesh from being used for teleportation.
  104305. * @param floorMesh the mesh to be removed.
  104306. */
  104307. removeFloorMesh(floorMesh: Mesh): void;
  104308. /**
  104309. * Enables interactions and teleportation using the VR controllers and gaze.
  104310. * @param vrTeleportationOptions options to modify teleportation behavior.
  104311. */
  104312. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104313. private _onNewGamepadConnected;
  104314. private _tryEnableInteractionOnController;
  104315. private _onNewGamepadDisconnected;
  104316. private _enableInteractionOnController;
  104317. private _checkTeleportWithRay;
  104318. private _checkRotate;
  104319. private _checkTeleportBackwards;
  104320. private _enableTeleportationOnController;
  104321. private _createTeleportationCircles;
  104322. private _displayTeleportationTarget;
  104323. private _hideTeleportationTarget;
  104324. private _rotateCamera;
  104325. private _moveTeleportationSelectorTo;
  104326. private _workingVector;
  104327. private _workingQuaternion;
  104328. private _workingMatrix;
  104329. /**
  104330. * Teleports the users feet to the desired location
  104331. * @param location The location where the user's feet should be placed
  104332. */
  104333. teleportCamera(location: Vector3): void;
  104334. private _convertNormalToDirectionOfRay;
  104335. private _castRayAndSelectObject;
  104336. private _notifySelectedMeshUnselected;
  104337. /**
  104338. * Sets the color of the laser ray from the vr controllers.
  104339. * @param color new color for the ray.
  104340. */
  104341. changeLaserColor(color: Color3): void;
  104342. /**
  104343. * Sets the color of the ray from the vr headsets gaze.
  104344. * @param color new color for the ray.
  104345. */
  104346. changeGazeColor(color: Color3): void;
  104347. /**
  104348. * Exits VR and disposes of the vr experience helper
  104349. */
  104350. dispose(): void;
  104351. /**
  104352. * Gets the name of the VRExperienceHelper class
  104353. * @returns "VRExperienceHelper"
  104354. */
  104355. getClassName(): string;
  104356. }
  104357. }
  104358. declare module BABYLON {
  104359. /**
  104360. * Manages an XRSession to work with Babylon's engine
  104361. * @see https://doc.babylonjs.com/how_to/webxr
  104362. */
  104363. export class WebXRSessionManager implements IDisposable {
  104364. private scene;
  104365. /**
  104366. * Fires every time a new xrFrame arrives which can be used to update the camera
  104367. */
  104368. onXRFrameObservable: Observable<any>;
  104369. /**
  104370. * Fires when the xr session is ended either by the device or manually done
  104371. */
  104372. onXRSessionEnded: Observable<any>;
  104373. /**
  104374. * Underlying xr session
  104375. */
  104376. session: XRSession;
  104377. /**
  104378. * Type of reference space used when creating the session
  104379. */
  104380. referenceSpace: XRReferenceSpace;
  104381. /** @hidden */
  104382. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104383. /**
  104384. * Current XR frame
  104385. */
  104386. currentFrame: Nullable<XRFrame>;
  104387. private _xrNavigator;
  104388. private baseLayer;
  104389. /**
  104390. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104391. * @param scene The scene which the session should be created for
  104392. */
  104393. constructor(scene: Scene);
  104394. /**
  104395. * Initializes the manager
  104396. * After initialization enterXR can be called to start an XR session
  104397. * @returns Promise which resolves after it is initialized
  104398. */
  104399. initializeAsync(): Promise<void>;
  104400. /**
  104401. * Initializes an xr session
  104402. * @param xrSessionMode mode to initialize
  104403. * @returns a promise which will resolve once the session has been initialized
  104404. */
  104405. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104406. /**
  104407. * Sets the reference space on the xr session
  104408. * @param referenceSpace space to set
  104409. * @returns a promise that will resolve once the reference space has been set
  104410. */
  104411. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104412. /**
  104413. * Updates the render state of the session
  104414. * @param state state to set
  104415. * @returns a promise that resolves once the render state has been updated
  104416. */
  104417. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104418. /**
  104419. * Starts rendering to the xr layer
  104420. * @returns a promise that will resolve once rendering has started
  104421. */
  104422. startRenderingToXRAsync(): Promise<void>;
  104423. /**
  104424. * Stops the xrSession and restores the renderloop
  104425. * @returns Promise which resolves after it exits XR
  104426. */
  104427. exitXRAsync(): Promise<unknown>;
  104428. /**
  104429. * Checks if a session would be supported for the creation options specified
  104430. * @param sessionMode session mode to check if supported eg. immersive-vr
  104431. * @returns true if supported
  104432. */
  104433. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104434. /**
  104435. * @hidden
  104436. * Converts the render layer of xrSession to a render target
  104437. * @param session session to create render target for
  104438. * @param scene scene the new render target should be created for
  104439. */
  104440. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104441. /**
  104442. * Disposes of the session manager
  104443. */
  104444. dispose(): void;
  104445. }
  104446. }
  104447. declare module BABYLON {
  104448. /**
  104449. * WebXR Camera which holds the views for the xrSession
  104450. * @see https://doc.babylonjs.com/how_to/webxr
  104451. */
  104452. export class WebXRCamera extends FreeCamera {
  104453. private static _TmpMatrix;
  104454. /**
  104455. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104456. * @param name the name of the camera
  104457. * @param scene the scene to add the camera to
  104458. */
  104459. constructor(name: string, scene: Scene);
  104460. private _updateNumberOfRigCameras;
  104461. /** @hidden */
  104462. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104463. /**
  104464. * Updates the cameras position from the current pose information of the XR session
  104465. * @param xrSessionManager the session containing pose information
  104466. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104467. */
  104468. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104469. }
  104470. }
  104471. declare module BABYLON {
  104472. /**
  104473. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104474. */
  104475. export class WebXRManagedOutputCanvas implements IDisposable {
  104476. private helper;
  104477. private _canvas;
  104478. /**
  104479. * xrpresent context of the canvas which can be used to display/mirror xr content
  104480. */
  104481. canvasContext: WebGLRenderingContext;
  104482. /**
  104483. * xr layer for the canvas
  104484. */
  104485. xrLayer: Nullable<XRWebGLLayer>;
  104486. /**
  104487. * Initializes the xr layer for the session
  104488. * @param xrSession xr session
  104489. * @returns a promise that will resolve once the XR Layer has been created
  104490. */
  104491. initializeXRLayerAsync(xrSession: any): any;
  104492. /**
  104493. * Initializes the canvas to be added/removed upon entering/exiting xr
  104494. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104495. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104496. */
  104497. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104498. /**
  104499. * Disposes of the object
  104500. */
  104501. dispose(): void;
  104502. private _setManagedOutputCanvas;
  104503. private _addCanvas;
  104504. private _removeCanvas;
  104505. }
  104506. }
  104507. declare module BABYLON {
  104508. /**
  104509. * States of the webXR experience
  104510. */
  104511. export enum WebXRState {
  104512. /**
  104513. * Transitioning to being in XR mode
  104514. */
  104515. ENTERING_XR = 0,
  104516. /**
  104517. * Transitioning to non XR mode
  104518. */
  104519. EXITING_XR = 1,
  104520. /**
  104521. * In XR mode and presenting
  104522. */
  104523. IN_XR = 2,
  104524. /**
  104525. * Not entered XR mode
  104526. */
  104527. NOT_IN_XR = 3
  104528. }
  104529. /**
  104530. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104531. * @see https://doc.babylonjs.com/how_to/webxr
  104532. */
  104533. export class WebXRExperienceHelper implements IDisposable {
  104534. private scene;
  104535. /**
  104536. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  104537. */
  104538. container: AbstractMesh;
  104539. /**
  104540. * Camera used to render xr content
  104541. */
  104542. camera: WebXRCamera;
  104543. /**
  104544. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104545. */
  104546. state: WebXRState;
  104547. private _setState;
  104548. private static _TmpVector;
  104549. /**
  104550. * Fires when the state of the experience helper has changed
  104551. */
  104552. onStateChangedObservable: Observable<WebXRState>;
  104553. /** Session manager used to keep track of xr session */
  104554. sessionManager: WebXRSessionManager;
  104555. private _nonVRCamera;
  104556. private _originalSceneAutoClear;
  104557. private _supported;
  104558. /**
  104559. * Creates the experience helper
  104560. * @param scene the scene to attach the experience helper to
  104561. * @returns a promise for the experience helper
  104562. */
  104563. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104564. /**
  104565. * Creates a WebXRExperienceHelper
  104566. * @param scene The scene the helper should be created in
  104567. */
  104568. private constructor();
  104569. /**
  104570. * Exits XR mode and returns the scene to its original state
  104571. * @returns promise that resolves after xr mode has exited
  104572. */
  104573. exitXRAsync(): Promise<unknown>;
  104574. /**
  104575. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104576. * @param sessionCreationOptions options for the XR session
  104577. * @param referenceSpaceType frame of reference of the XR session
  104578. * @param outputCanvas the output canvas that will be used to enter XR mode
  104579. * @returns promise that resolves after xr mode has entered
  104580. */
  104581. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104582. /**
  104583. * Updates the global position of the camera by moving the camera's container
  104584. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104585. * @param position The desired global position of the camera
  104586. */
  104587. setPositionOfCameraUsingContainer(position: Vector3): void;
  104588. /**
  104589. * Rotates the xr camera by rotating the camera's container around the camera's position
  104590. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104591. * @param rotation the desired quaternion rotation to apply to the camera
  104592. */
  104593. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104594. /**
  104595. * Disposes of the experience helper
  104596. */
  104597. dispose(): void;
  104598. }
  104599. }
  104600. declare module BABYLON {
  104601. /**
  104602. * Button which can be used to enter a different mode of XR
  104603. */
  104604. export class WebXREnterExitUIButton {
  104605. /** button element */
  104606. element: HTMLElement;
  104607. /** XR initialization options for the button */
  104608. sessionMode: XRSessionMode;
  104609. /** Reference space type */
  104610. referenceSpaceType: XRReferenceSpaceType;
  104611. /**
  104612. * Creates a WebXREnterExitUIButton
  104613. * @param element button element
  104614. * @param sessionMode XR initialization session mode
  104615. * @param referenceSpaceType the type of reference space to be used
  104616. */
  104617. constructor(
  104618. /** button element */
  104619. element: HTMLElement,
  104620. /** XR initialization options for the button */
  104621. sessionMode: XRSessionMode,
  104622. /** Reference space type */
  104623. referenceSpaceType: XRReferenceSpaceType);
  104624. /**
  104625. * Overwritable function which can be used to update the button's visuals when the state changes
  104626. * @param activeButton the current active button in the UI
  104627. */
  104628. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104629. }
  104630. /**
  104631. * Options to create the webXR UI
  104632. */
  104633. export class WebXREnterExitUIOptions {
  104634. /**
  104635. * Context to enter xr with
  104636. */
  104637. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104638. /**
  104639. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104640. */
  104641. customButtons?: Array<WebXREnterExitUIButton>;
  104642. }
  104643. /**
  104644. * UI to allow the user to enter/exit XR mode
  104645. */
  104646. export class WebXREnterExitUI implements IDisposable {
  104647. private scene;
  104648. private _overlay;
  104649. private _buttons;
  104650. private _activeButton;
  104651. /**
  104652. * Fired every time the active button is changed.
  104653. *
  104654. * When xr is entered via a button that launches xr that button will be the callback parameter
  104655. *
  104656. * When exiting xr the callback parameter will be null)
  104657. */
  104658. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104659. /**
  104660. * Creates UI to allow the user to enter/exit XR mode
  104661. * @param scene the scene to add the ui to
  104662. * @param helper the xr experience helper to enter/exit xr with
  104663. * @param options options to configure the UI
  104664. * @returns the created ui
  104665. */
  104666. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104667. private constructor();
  104668. private _updateButtons;
  104669. /**
  104670. * Disposes of the object
  104671. */
  104672. dispose(): void;
  104673. }
  104674. }
  104675. declare module BABYLON {
  104676. /**
  104677. * Represents an XR input
  104678. */
  104679. export class WebXRController {
  104680. private scene;
  104681. /** The underlying input source for the controller */
  104682. inputSource: XRInputSource;
  104683. private parentContainer;
  104684. /**
  104685. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  104686. */
  104687. grip?: AbstractMesh;
  104688. /**
  104689. * Pointer which can be used to select objects or attach a visible laser to
  104690. */
  104691. pointer: AbstractMesh;
  104692. /**
  104693. * Event that fires when the controller is removed/disposed
  104694. */
  104695. onDisposeObservable: Observable<{}>;
  104696. private _tmpMatrix;
  104697. private _tmpQuaternion;
  104698. private _tmpVector;
  104699. /**
  104700. * Creates the controller
  104701. * @see https://doc.babylonjs.com/how_to/webxr
  104702. * @param scene the scene which the controller should be associated to
  104703. * @param inputSource the underlying input source for the controller
  104704. * @param parentContainer parent that the controller meshes should be children of
  104705. */
  104706. constructor(scene: Scene,
  104707. /** The underlying input source for the controller */
  104708. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  104709. /**
  104710. * Updates the controller pose based on the given XRFrame
  104711. * @param xrFrame xr frame to update the pose with
  104712. * @param referenceSpace reference space to use
  104713. */
  104714. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  104715. /**
  104716. * Gets a world space ray coming from the controller
  104717. * @param result the resulting ray
  104718. */
  104719. getWorldPointerRayToRef(result: Ray): void;
  104720. /**
  104721. * Disposes of the object
  104722. */
  104723. dispose(): void;
  104724. }
  104725. }
  104726. declare module BABYLON {
  104727. /**
  104728. * XR input used to track XR inputs such as controllers/rays
  104729. */
  104730. export class WebXRInput implements IDisposable {
  104731. /**
  104732. * Base experience the input listens to
  104733. */
  104734. baseExperience: WebXRExperienceHelper;
  104735. /**
  104736. * XR controllers being tracked
  104737. */
  104738. controllers: Array<WebXRController>;
  104739. private _frameObserver;
  104740. private _stateObserver;
  104741. /**
  104742. * Event when a controller has been connected/added
  104743. */
  104744. onControllerAddedObservable: Observable<WebXRController>;
  104745. /**
  104746. * Event when a controller has been removed/disconnected
  104747. */
  104748. onControllerRemovedObservable: Observable<WebXRController>;
  104749. /**
  104750. * Initializes the WebXRInput
  104751. * @param baseExperience experience helper which the input should be created for
  104752. */
  104753. constructor(
  104754. /**
  104755. * Base experience the input listens to
  104756. */
  104757. baseExperience: WebXRExperienceHelper);
  104758. private _onInputSourcesChange;
  104759. private _addAndRemoveControllers;
  104760. /**
  104761. * Disposes of the object
  104762. */
  104763. dispose(): void;
  104764. }
  104765. }
  104766. declare module BABYLON {
  104767. /**
  104768. * Enables teleportation
  104769. */
  104770. export class WebXRControllerTeleportation {
  104771. private _teleportationFillColor;
  104772. private _teleportationBorderColor;
  104773. private _tmpRay;
  104774. private _tmpVector;
  104775. /**
  104776. * Creates a WebXRControllerTeleportation
  104777. * @param input input manager to add teleportation to
  104778. * @param floorMeshes floormeshes which can be teleported to
  104779. */
  104780. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  104781. }
  104782. }
  104783. declare module BABYLON {
  104784. /**
  104785. * Handles pointer input automatically for the pointer of XR controllers
  104786. */
  104787. export class WebXRControllerPointerSelection {
  104788. private static _idCounter;
  104789. private _tmpRay;
  104790. /**
  104791. * Creates a WebXRControllerPointerSelection
  104792. * @param input input manager to setup pointer selection
  104793. */
  104794. constructor(input: WebXRInput);
  104795. private _convertNormalToDirectionOfRay;
  104796. private _updatePointerDistance;
  104797. }
  104798. }
  104799. declare module BABYLON {
  104800. /**
  104801. * Class used to represent data loading progression
  104802. */
  104803. export class SceneLoaderProgressEvent {
  104804. /** defines if data length to load can be evaluated */
  104805. readonly lengthComputable: boolean;
  104806. /** defines the loaded data length */
  104807. readonly loaded: number;
  104808. /** defines the data length to load */
  104809. readonly total: number;
  104810. /**
  104811. * Create a new progress event
  104812. * @param lengthComputable defines if data length to load can be evaluated
  104813. * @param loaded defines the loaded data length
  104814. * @param total defines the data length to load
  104815. */
  104816. constructor(
  104817. /** defines if data length to load can be evaluated */
  104818. lengthComputable: boolean,
  104819. /** defines the loaded data length */
  104820. loaded: number,
  104821. /** defines the data length to load */
  104822. total: number);
  104823. /**
  104824. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  104825. * @param event defines the source event
  104826. * @returns a new SceneLoaderProgressEvent
  104827. */
  104828. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  104829. }
  104830. /**
  104831. * Interface used by SceneLoader plugins to define supported file extensions
  104832. */
  104833. export interface ISceneLoaderPluginExtensions {
  104834. /**
  104835. * Defines the list of supported extensions
  104836. */
  104837. [extension: string]: {
  104838. isBinary: boolean;
  104839. };
  104840. }
  104841. /**
  104842. * Interface used by SceneLoader plugin factory
  104843. */
  104844. export interface ISceneLoaderPluginFactory {
  104845. /**
  104846. * Defines the name of the factory
  104847. */
  104848. name: string;
  104849. /**
  104850. * Function called to create a new plugin
  104851. * @return the new plugin
  104852. */
  104853. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  104854. /**
  104855. * Boolean indicating if the plugin can direct load specific data
  104856. */
  104857. canDirectLoad?: (data: string) => boolean;
  104858. }
  104859. /**
  104860. * Interface used to define a SceneLoader plugin
  104861. */
  104862. export interface ISceneLoaderPlugin {
  104863. /**
  104864. * The friendly name of this plugin.
  104865. */
  104866. name: string;
  104867. /**
  104868. * The file extensions supported by this plugin.
  104869. */
  104870. extensions: string | ISceneLoaderPluginExtensions;
  104871. /**
  104872. * Import meshes into a scene.
  104873. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104874. * @param scene The scene to import into
  104875. * @param data The data to import
  104876. * @param rootUrl The root url for scene and resources
  104877. * @param meshes The meshes array to import into
  104878. * @param particleSystems The particle systems array to import into
  104879. * @param skeletons The skeletons array to import into
  104880. * @param onError The callback when import fails
  104881. * @returns True if successful or false otherwise
  104882. */
  104883. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  104884. /**
  104885. * Load into a scene.
  104886. * @param scene The scene to load into
  104887. * @param data The data to import
  104888. * @param rootUrl The root url for scene and resources
  104889. * @param onError The callback when import fails
  104890. * @returns true if successful or false otherwise
  104891. */
  104892. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  104893. /**
  104894. * The callback that returns true if the data can be directly loaded.
  104895. */
  104896. canDirectLoad?: (data: string) => boolean;
  104897. /**
  104898. * The callback that allows custom handling of the root url based on the response url.
  104899. */
  104900. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104901. /**
  104902. * Load into an asset container.
  104903. * @param scene The scene to load into
  104904. * @param data The data to import
  104905. * @param rootUrl The root url for scene and resources
  104906. * @param onError The callback when import fails
  104907. * @returns The loaded asset container
  104908. */
  104909. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  104910. }
  104911. /**
  104912. * Interface used to define an async SceneLoader plugin
  104913. */
  104914. export interface ISceneLoaderPluginAsync {
  104915. /**
  104916. * The friendly name of this plugin.
  104917. */
  104918. name: string;
  104919. /**
  104920. * The file extensions supported by this plugin.
  104921. */
  104922. extensions: string | ISceneLoaderPluginExtensions;
  104923. /**
  104924. * Import meshes into a scene.
  104925. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  104926. * @param scene The scene to import into
  104927. * @param data The data to import
  104928. * @param rootUrl The root url for scene and resources
  104929. * @param onProgress The callback when the load progresses
  104930. * @param fileName Defines the name of the file to load
  104931. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  104932. */
  104933. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  104934. meshes: AbstractMesh[];
  104935. particleSystems: IParticleSystem[];
  104936. skeletons: Skeleton[];
  104937. animationGroups: AnimationGroup[];
  104938. }>;
  104939. /**
  104940. * Load into a scene.
  104941. * @param scene The scene to load into
  104942. * @param data The data to import
  104943. * @param rootUrl The root url for scene and resources
  104944. * @param onProgress The callback when the load progresses
  104945. * @param fileName Defines the name of the file to load
  104946. * @returns Nothing
  104947. */
  104948. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  104949. /**
  104950. * The callback that returns true if the data can be directly loaded.
  104951. */
  104952. canDirectLoad?: (data: string) => boolean;
  104953. /**
  104954. * The callback that allows custom handling of the root url based on the response url.
  104955. */
  104956. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  104957. /**
  104958. * Load into an asset container.
  104959. * @param scene The scene to load into
  104960. * @param data The data to import
  104961. * @param rootUrl The root url for scene and resources
  104962. * @param onProgress The callback when the load progresses
  104963. * @param fileName Defines the name of the file to load
  104964. * @returns The loaded asset container
  104965. */
  104966. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  104967. }
  104968. /**
  104969. * Class used to load scene from various file formats using registered plugins
  104970. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  104971. */
  104972. export class SceneLoader {
  104973. /**
  104974. * No logging while loading
  104975. */
  104976. static readonly NO_LOGGING: number;
  104977. /**
  104978. * Minimal logging while loading
  104979. */
  104980. static readonly MINIMAL_LOGGING: number;
  104981. /**
  104982. * Summary logging while loading
  104983. */
  104984. static readonly SUMMARY_LOGGING: number;
  104985. /**
  104986. * Detailled logging while loading
  104987. */
  104988. static readonly DETAILED_LOGGING: number;
  104989. /**
  104990. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  104991. */
  104992. static ForceFullSceneLoadingForIncremental: boolean;
  104993. /**
  104994. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  104995. */
  104996. static ShowLoadingScreen: boolean;
  104997. /**
  104998. * Defines the current logging level (while loading the scene)
  104999. * @ignorenaming
  105000. */
  105001. static loggingLevel: number;
  105002. /**
  105003. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105004. */
  105005. static CleanBoneMatrixWeights: boolean;
  105006. /**
  105007. * Event raised when a plugin is used to load a scene
  105008. */
  105009. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105010. private static _registeredPlugins;
  105011. private static _getDefaultPlugin;
  105012. private static _getPluginForExtension;
  105013. private static _getPluginForDirectLoad;
  105014. private static _getPluginForFilename;
  105015. private static _getDirectLoad;
  105016. private static _loadData;
  105017. private static _getFileInfo;
  105018. /**
  105019. * Gets a plugin that can load the given extension
  105020. * @param extension defines the extension to load
  105021. * @returns a plugin or null if none works
  105022. */
  105023. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105024. /**
  105025. * Gets a boolean indicating that the given extension can be loaded
  105026. * @param extension defines the extension to load
  105027. * @returns true if the extension is supported
  105028. */
  105029. static IsPluginForExtensionAvailable(extension: string): boolean;
  105030. /**
  105031. * Adds a new plugin to the list of registered plugins
  105032. * @param plugin defines the plugin to add
  105033. */
  105034. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105035. /**
  105036. * Import meshes into a scene
  105037. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105038. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105039. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105040. * @param scene the instance of BABYLON.Scene to append to
  105041. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105042. * @param onProgress a callback with a progress event for each file being loaded
  105043. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105044. * @param pluginExtension the extension used to determine the plugin
  105045. * @returns The loaded plugin
  105046. */
  105047. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105048. /**
  105049. * Import meshes into a scene
  105050. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105051. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105052. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105053. * @param scene the instance of BABYLON.Scene to append to
  105054. * @param onProgress a callback with a progress event for each file being loaded
  105055. * @param pluginExtension the extension used to determine the plugin
  105056. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105057. */
  105058. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105059. meshes: AbstractMesh[];
  105060. particleSystems: IParticleSystem[];
  105061. skeletons: Skeleton[];
  105062. animationGroups: AnimationGroup[];
  105063. }>;
  105064. /**
  105065. * Load a scene
  105066. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105067. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105068. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105069. * @param onSuccess a callback with the scene when import succeeds
  105070. * @param onProgress a callback with a progress event for each file being loaded
  105071. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105072. * @param pluginExtension the extension used to determine the plugin
  105073. * @returns The loaded plugin
  105074. */
  105075. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105076. /**
  105077. * Load a scene
  105078. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105079. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105080. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105081. * @param onProgress a callback with a progress event for each file being loaded
  105082. * @param pluginExtension the extension used to determine the plugin
  105083. * @returns The loaded scene
  105084. */
  105085. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105086. /**
  105087. * Append a scene
  105088. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105089. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105090. * @param scene is the instance of BABYLON.Scene to append to
  105091. * @param onSuccess a callback with the scene when import succeeds
  105092. * @param onProgress a callback with a progress event for each file being loaded
  105093. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105094. * @param pluginExtension the extension used to determine the plugin
  105095. * @returns The loaded plugin
  105096. */
  105097. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105098. /**
  105099. * Append a scene
  105100. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105101. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105102. * @param scene is the instance of BABYLON.Scene to append to
  105103. * @param onProgress a callback with a progress event for each file being loaded
  105104. * @param pluginExtension the extension used to determine the plugin
  105105. * @returns The given scene
  105106. */
  105107. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105108. /**
  105109. * Load a scene into an asset container
  105110. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105111. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  105112. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105113. * @param onSuccess a callback with the scene when import succeeds
  105114. * @param onProgress a callback with a progress event for each file being loaded
  105115. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105116. * @param pluginExtension the extension used to determine the plugin
  105117. * @returns The loaded plugin
  105118. */
  105119. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105120. /**
  105121. * Load a scene into an asset container
  105122. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  105123. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  105124. * @param scene is the instance of Scene to append to
  105125. * @param onProgress a callback with a progress event for each file being loaded
  105126. * @param pluginExtension the extension used to determine the plugin
  105127. * @returns The loaded asset container
  105128. */
  105129. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105130. }
  105131. }
  105132. declare module BABYLON {
  105133. /**
  105134. * Generic Controller
  105135. */
  105136. export class GenericController extends WebVRController {
  105137. /**
  105138. * Base Url for the controller model.
  105139. */
  105140. static readonly MODEL_BASE_URL: string;
  105141. /**
  105142. * File name for the controller model.
  105143. */
  105144. static readonly MODEL_FILENAME: string;
  105145. /**
  105146. * Creates a new GenericController from a gamepad
  105147. * @param vrGamepad the gamepad that the controller should be created from
  105148. */
  105149. constructor(vrGamepad: any);
  105150. /**
  105151. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105152. * @param scene scene in which to add meshes
  105153. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105154. */
  105155. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105156. /**
  105157. * Called once for each button that changed state since the last frame
  105158. * @param buttonIdx Which button index changed
  105159. * @param state New state of the button
  105160. * @param changes Which properties on the state changed since last frame
  105161. */
  105162. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105163. }
  105164. }
  105165. declare module BABYLON {
  105166. /**
  105167. * Defines the WindowsMotionController object that the state of the windows motion controller
  105168. */
  105169. export class WindowsMotionController extends WebVRController {
  105170. /**
  105171. * The base url used to load the left and right controller models
  105172. */
  105173. static MODEL_BASE_URL: string;
  105174. /**
  105175. * The name of the left controller model file
  105176. */
  105177. static MODEL_LEFT_FILENAME: string;
  105178. /**
  105179. * The name of the right controller model file
  105180. */
  105181. static MODEL_RIGHT_FILENAME: string;
  105182. /**
  105183. * The controller name prefix for this controller type
  105184. */
  105185. static readonly GAMEPAD_ID_PREFIX: string;
  105186. /**
  105187. * The controller id pattern for this controller type
  105188. */
  105189. private static readonly GAMEPAD_ID_PATTERN;
  105190. private _loadedMeshInfo;
  105191. private readonly _mapping;
  105192. /**
  105193. * Fired when the trackpad on this controller is clicked
  105194. */
  105195. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105196. /**
  105197. * Fired when the trackpad on this controller is modified
  105198. */
  105199. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105200. /**
  105201. * The current x and y values of this controller's trackpad
  105202. */
  105203. trackpad: StickValues;
  105204. /**
  105205. * Creates a new WindowsMotionController from a gamepad
  105206. * @param vrGamepad the gamepad that the controller should be created from
  105207. */
  105208. constructor(vrGamepad: any);
  105209. /**
  105210. * Fired when the trigger on this controller is modified
  105211. */
  105212. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105213. /**
  105214. * Fired when the menu button on this controller is modified
  105215. */
  105216. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105217. /**
  105218. * Fired when the grip button on this controller is modified
  105219. */
  105220. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105221. /**
  105222. * Fired when the thumbstick button on this controller is modified
  105223. */
  105224. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105225. /**
  105226. * Fired when the touchpad button on this controller is modified
  105227. */
  105228. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105229. /**
  105230. * Fired when the touchpad values on this controller are modified
  105231. */
  105232. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105233. private _updateTrackpad;
  105234. /**
  105235. * Called once per frame by the engine.
  105236. */
  105237. update(): void;
  105238. /**
  105239. * Called once for each button that changed state since the last frame
  105240. * @param buttonIdx Which button index changed
  105241. * @param state New state of the button
  105242. * @param changes Which properties on the state changed since last frame
  105243. */
  105244. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105245. /**
  105246. * Moves the buttons on the controller mesh based on their current state
  105247. * @param buttonName the name of the button to move
  105248. * @param buttonValue the value of the button which determines the buttons new position
  105249. */
  105250. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105251. /**
  105252. * Moves the axis on the controller mesh based on its current state
  105253. * @param axis the index of the axis
  105254. * @param axisValue the value of the axis which determines the meshes new position
  105255. * @hidden
  105256. */
  105257. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105258. /**
  105259. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105260. * @param scene scene in which to add meshes
  105261. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105262. */
  105263. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105264. /**
  105265. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105266. * can be transformed by button presses and axes values, based on this._mapping.
  105267. *
  105268. * @param scene scene in which the meshes exist
  105269. * @param meshes list of meshes that make up the controller model to process
  105270. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105271. */
  105272. private processModel;
  105273. private createMeshInfo;
  105274. /**
  105275. * Gets the ray of the controller in the direction the controller is pointing
  105276. * @param length the length the resulting ray should be
  105277. * @returns a ray in the direction the controller is pointing
  105278. */
  105279. getForwardRay(length?: number): Ray;
  105280. /**
  105281. * Disposes of the controller
  105282. */
  105283. dispose(): void;
  105284. }
  105285. }
  105286. declare module BABYLON {
  105287. /**
  105288. * Oculus Touch Controller
  105289. */
  105290. export class OculusTouchController extends WebVRController {
  105291. /**
  105292. * Base Url for the controller model.
  105293. */
  105294. static MODEL_BASE_URL: string;
  105295. /**
  105296. * File name for the left controller model.
  105297. */
  105298. static MODEL_LEFT_FILENAME: string;
  105299. /**
  105300. * File name for the right controller model.
  105301. */
  105302. static MODEL_RIGHT_FILENAME: string;
  105303. /**
  105304. * Base Url for the Quest controller model.
  105305. */
  105306. static QUEST_MODEL_BASE_URL: string;
  105307. /**
  105308. * @hidden
  105309. * If the controllers are running on a device that needs the updated Quest controller models
  105310. */
  105311. static _IsQuest: boolean;
  105312. /**
  105313. * Fired when the secondary trigger on this controller is modified
  105314. */
  105315. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105316. /**
  105317. * Fired when the thumb rest on this controller is modified
  105318. */
  105319. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105320. /**
  105321. * Creates a new OculusTouchController from a gamepad
  105322. * @param vrGamepad the gamepad that the controller should be created from
  105323. */
  105324. constructor(vrGamepad: any);
  105325. /**
  105326. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105327. * @param scene scene in which to add meshes
  105328. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105329. */
  105330. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105331. /**
  105332. * Fired when the A button on this controller is modified
  105333. */
  105334. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105335. /**
  105336. * Fired when the B button on this controller is modified
  105337. */
  105338. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105339. /**
  105340. * Fired when the X button on this controller is modified
  105341. */
  105342. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105343. /**
  105344. * Fired when the Y button on this controller is modified
  105345. */
  105346. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105347. /**
  105348. * Called once for each button that changed state since the last frame
  105349. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105350. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105351. * 2) secondary trigger (same)
  105352. * 3) A (right) X (left), touch, pressed = value
  105353. * 4) B / Y
  105354. * 5) thumb rest
  105355. * @param buttonIdx Which button index changed
  105356. * @param state New state of the button
  105357. * @param changes Which properties on the state changed since last frame
  105358. */
  105359. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105360. }
  105361. }
  105362. declare module BABYLON {
  105363. /**
  105364. * Vive Controller
  105365. */
  105366. export class ViveController extends WebVRController {
  105367. /**
  105368. * Base Url for the controller model.
  105369. */
  105370. static MODEL_BASE_URL: string;
  105371. /**
  105372. * File name for the controller model.
  105373. */
  105374. static MODEL_FILENAME: string;
  105375. /**
  105376. * Creates a new ViveController from a gamepad
  105377. * @param vrGamepad the gamepad that the controller should be created from
  105378. */
  105379. constructor(vrGamepad: any);
  105380. /**
  105381. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105382. * @param scene scene in which to add meshes
  105383. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105384. */
  105385. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105386. /**
  105387. * Fired when the left button on this controller is modified
  105388. */
  105389. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105390. /**
  105391. * Fired when the right button on this controller is modified
  105392. */
  105393. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105394. /**
  105395. * Fired when the menu button on this controller is modified
  105396. */
  105397. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105398. /**
  105399. * Called once for each button that changed state since the last frame
  105400. * Vive mapping:
  105401. * 0: touchpad
  105402. * 1: trigger
  105403. * 2: left AND right buttons
  105404. * 3: menu button
  105405. * @param buttonIdx Which button index changed
  105406. * @param state New state of the button
  105407. * @param changes Which properties on the state changed since last frame
  105408. */
  105409. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105410. }
  105411. }
  105412. declare module BABYLON {
  105413. /**
  105414. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105415. */
  105416. export class WebXRControllerModelLoader {
  105417. /**
  105418. * Creates the WebXRControllerModelLoader
  105419. * @param input xr input that creates the controllers
  105420. */
  105421. constructor(input: WebXRInput);
  105422. }
  105423. }
  105424. declare module BABYLON {
  105425. /**
  105426. * Contains an array of blocks representing the octree
  105427. */
  105428. export interface IOctreeContainer<T> {
  105429. /**
  105430. * Blocks within the octree
  105431. */
  105432. blocks: Array<OctreeBlock<T>>;
  105433. }
  105434. /**
  105435. * Class used to store a cell in an octree
  105436. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105437. */
  105438. export class OctreeBlock<T> {
  105439. /**
  105440. * Gets the content of the current block
  105441. */
  105442. entries: T[];
  105443. /**
  105444. * Gets the list of block children
  105445. */
  105446. blocks: Array<OctreeBlock<T>>;
  105447. private _depth;
  105448. private _maxDepth;
  105449. private _capacity;
  105450. private _minPoint;
  105451. private _maxPoint;
  105452. private _boundingVectors;
  105453. private _creationFunc;
  105454. /**
  105455. * Creates a new block
  105456. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105457. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105458. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105459. * @param depth defines the current depth of this block in the octree
  105460. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105461. * @param creationFunc defines a callback to call when an element is added to the block
  105462. */
  105463. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105464. /**
  105465. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105466. */
  105467. readonly capacity: number;
  105468. /**
  105469. * Gets the minimum vector (in world space) of the block's bounding box
  105470. */
  105471. readonly minPoint: Vector3;
  105472. /**
  105473. * Gets the maximum vector (in world space) of the block's bounding box
  105474. */
  105475. readonly maxPoint: Vector3;
  105476. /**
  105477. * Add a new element to this block
  105478. * @param entry defines the element to add
  105479. */
  105480. addEntry(entry: T): void;
  105481. /**
  105482. * Remove an element from this block
  105483. * @param entry defines the element to remove
  105484. */
  105485. removeEntry(entry: T): void;
  105486. /**
  105487. * Add an array of elements to this block
  105488. * @param entries defines the array of elements to add
  105489. */
  105490. addEntries(entries: T[]): void;
  105491. /**
  105492. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105493. * @param frustumPlanes defines the frustum planes to test
  105494. * @param selection defines the array to store current content if selection is positive
  105495. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105496. */
  105497. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105498. /**
  105499. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105500. * @param sphereCenter defines the bounding sphere center
  105501. * @param sphereRadius defines the bounding sphere radius
  105502. * @param selection defines the array to store current content if selection is positive
  105503. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105504. */
  105505. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105506. /**
  105507. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105508. * @param ray defines the ray to test with
  105509. * @param selection defines the array to store current content if selection is positive
  105510. */
  105511. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105512. /**
  105513. * Subdivide the content into child blocks (this block will then be empty)
  105514. */
  105515. createInnerBlocks(): void;
  105516. /**
  105517. * @hidden
  105518. */
  105519. 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;
  105520. }
  105521. }
  105522. declare module BABYLON {
  105523. /**
  105524. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105525. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105526. */
  105527. export class Octree<T> {
  105528. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105529. maxDepth: number;
  105530. /**
  105531. * Blocks within the octree containing objects
  105532. */
  105533. blocks: Array<OctreeBlock<T>>;
  105534. /**
  105535. * Content stored in the octree
  105536. */
  105537. dynamicContent: T[];
  105538. private _maxBlockCapacity;
  105539. private _selectionContent;
  105540. private _creationFunc;
  105541. /**
  105542. * Creates a octree
  105543. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105544. * @param creationFunc function to be used to instatiate the octree
  105545. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105546. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  105547. */
  105548. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105549. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105550. maxDepth?: number);
  105551. /**
  105552. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105553. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105554. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105555. * @param entries meshes to be added to the octree blocks
  105556. */
  105557. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105558. /**
  105559. * Adds a mesh to the octree
  105560. * @param entry Mesh to add to the octree
  105561. */
  105562. addMesh(entry: T): void;
  105563. /**
  105564. * Remove an element from the octree
  105565. * @param entry defines the element to remove
  105566. */
  105567. removeMesh(entry: T): void;
  105568. /**
  105569. * Selects an array of meshes within the frustum
  105570. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105571. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105572. * @returns array of meshes within the frustum
  105573. */
  105574. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105575. /**
  105576. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105577. * @param sphereCenter defines the bounding sphere center
  105578. * @param sphereRadius defines the bounding sphere radius
  105579. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105580. * @returns an array of objects that intersect the sphere
  105581. */
  105582. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105583. /**
  105584. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105585. * @param ray defines the ray to test with
  105586. * @returns array of intersected objects
  105587. */
  105588. intersectsRay(ray: Ray): SmartArray<T>;
  105589. /**
  105590. * Adds a mesh into the octree block if it intersects the block
  105591. */
  105592. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105593. /**
  105594. * Adds a submesh into the octree block if it intersects the block
  105595. */
  105596. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105597. }
  105598. }
  105599. declare module BABYLON {
  105600. interface Scene {
  105601. /**
  105602. * @hidden
  105603. * Backing Filed
  105604. */
  105605. _selectionOctree: Octree<AbstractMesh>;
  105606. /**
  105607. * Gets the octree used to boost mesh selection (picking)
  105608. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105609. */
  105610. selectionOctree: Octree<AbstractMesh>;
  105611. /**
  105612. * Creates or updates the octree used to boost selection (picking)
  105613. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105614. * @param maxCapacity defines the maximum capacity per leaf
  105615. * @param maxDepth defines the maximum depth of the octree
  105616. * @returns an octree of AbstractMesh
  105617. */
  105618. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105619. }
  105620. interface AbstractMesh {
  105621. /**
  105622. * @hidden
  105623. * Backing Field
  105624. */
  105625. _submeshesOctree: Octree<SubMesh>;
  105626. /**
  105627. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105628. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105629. * @param maxCapacity defines the maximum size of each block (64 by default)
  105630. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105631. * @returns the new octree
  105632. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105633. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105634. */
  105635. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105636. }
  105637. /**
  105638. * Defines the octree scene component responsible to manage any octrees
  105639. * in a given scene.
  105640. */
  105641. export class OctreeSceneComponent {
  105642. /**
  105643. * The component name help to identify the component in the list of scene components.
  105644. */
  105645. readonly name: string;
  105646. /**
  105647. * The scene the component belongs to.
  105648. */
  105649. scene: Scene;
  105650. /**
  105651. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105652. */
  105653. readonly checksIsEnabled: boolean;
  105654. /**
  105655. * Creates a new instance of the component for the given scene
  105656. * @param scene Defines the scene to register the component in
  105657. */
  105658. constructor(scene: Scene);
  105659. /**
  105660. * Registers the component in a given scene
  105661. */
  105662. register(): void;
  105663. /**
  105664. * Return the list of active meshes
  105665. * @returns the list of active meshes
  105666. */
  105667. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105668. /**
  105669. * Return the list of active sub meshes
  105670. * @param mesh The mesh to get the candidates sub meshes from
  105671. * @returns the list of active sub meshes
  105672. */
  105673. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105674. private _tempRay;
  105675. /**
  105676. * Return the list of sub meshes intersecting with a given local ray
  105677. * @param mesh defines the mesh to find the submesh for
  105678. * @param localRay defines the ray in local space
  105679. * @returns the list of intersecting sub meshes
  105680. */
  105681. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105682. /**
  105683. * Return the list of sub meshes colliding with a collider
  105684. * @param mesh defines the mesh to find the submesh for
  105685. * @param collider defines the collider to evaluate the collision against
  105686. * @returns the list of colliding sub meshes
  105687. */
  105688. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105689. /**
  105690. * Rebuilds the elements related to this component in case of
  105691. * context lost for instance.
  105692. */
  105693. rebuild(): void;
  105694. /**
  105695. * Disposes the component and the associated ressources.
  105696. */
  105697. dispose(): void;
  105698. }
  105699. }
  105700. declare module BABYLON {
  105701. /**
  105702. * Renders a layer on top of an existing scene
  105703. */
  105704. export class UtilityLayerRenderer implements IDisposable {
  105705. /** the original scene that will be rendered on top of */
  105706. originalScene: Scene;
  105707. private _pointerCaptures;
  105708. private _lastPointerEvents;
  105709. private static _DefaultUtilityLayer;
  105710. private static _DefaultKeepDepthUtilityLayer;
  105711. private _sharedGizmoLight;
  105712. private _renderCamera;
  105713. /**
  105714. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  105715. * @returns the camera that is used when rendering the utility layer
  105716. */
  105717. getRenderCamera(): Nullable<Camera>;
  105718. /**
  105719. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  105720. * @param cam the camera that should be used when rendering the utility layer
  105721. */
  105722. setRenderCamera(cam: Nullable<Camera>): void;
  105723. /**
  105724. * @hidden
  105725. * Light which used by gizmos to get light shading
  105726. */
  105727. _getSharedGizmoLight(): HemisphericLight;
  105728. /**
  105729. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  105730. */
  105731. pickUtilitySceneFirst: boolean;
  105732. /**
  105733. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  105734. */
  105735. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  105736. /**
  105737. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  105738. */
  105739. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  105740. /**
  105741. * The scene that is rendered on top of the original scene
  105742. */
  105743. utilityLayerScene: Scene;
  105744. /**
  105745. * If the utility layer should automatically be rendered on top of existing scene
  105746. */
  105747. shouldRender: boolean;
  105748. /**
  105749. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  105750. */
  105751. onlyCheckPointerDownEvents: boolean;
  105752. /**
  105753. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  105754. */
  105755. processAllEvents: boolean;
  105756. /**
  105757. * Observable raised when the pointer move from the utility layer scene to the main scene
  105758. */
  105759. onPointerOutObservable: Observable<number>;
  105760. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  105761. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  105762. private _afterRenderObserver;
  105763. private _sceneDisposeObserver;
  105764. private _originalPointerObserver;
  105765. /**
  105766. * Instantiates a UtilityLayerRenderer
  105767. * @param originalScene the original scene that will be rendered on top of
  105768. * @param handleEvents boolean indicating if the utility layer should handle events
  105769. */
  105770. constructor(
  105771. /** the original scene that will be rendered on top of */
  105772. originalScene: Scene, handleEvents?: boolean);
  105773. private _notifyObservers;
  105774. /**
  105775. * Renders the utility layers scene on top of the original scene
  105776. */
  105777. render(): void;
  105778. /**
  105779. * Disposes of the renderer
  105780. */
  105781. dispose(): void;
  105782. private _updateCamera;
  105783. }
  105784. }
  105785. declare module BABYLON {
  105786. /**
  105787. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  105788. */
  105789. export class Gizmo implements IDisposable {
  105790. /** The utility layer the gizmo will be added to */
  105791. gizmoLayer: UtilityLayerRenderer;
  105792. /**
  105793. * The root mesh of the gizmo
  105794. */
  105795. _rootMesh: Mesh;
  105796. private _attachedMesh;
  105797. /**
  105798. * Ratio for the scale of the gizmo (Default: 1)
  105799. */
  105800. scaleRatio: number;
  105801. /**
  105802. * If a custom mesh has been set (Default: false)
  105803. */
  105804. protected _customMeshSet: boolean;
  105805. /**
  105806. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  105807. * * When set, interactions will be enabled
  105808. */
  105809. attachedMesh: Nullable<AbstractMesh>;
  105810. /**
  105811. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  105812. * @param mesh The mesh to replace the default mesh of the gizmo
  105813. */
  105814. setCustomMesh(mesh: Mesh): void;
  105815. /**
  105816. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  105817. */
  105818. updateGizmoRotationToMatchAttachedMesh: boolean;
  105819. /**
  105820. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  105821. */
  105822. updateGizmoPositionToMatchAttachedMesh: boolean;
  105823. /**
  105824. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  105825. */
  105826. updateScale: boolean;
  105827. protected _interactionsEnabled: boolean;
  105828. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105829. private _beforeRenderObserver;
  105830. private _tempVector;
  105831. /**
  105832. * Creates a gizmo
  105833. * @param gizmoLayer The utility layer the gizmo will be added to
  105834. */
  105835. constructor(
  105836. /** The utility layer the gizmo will be added to */
  105837. gizmoLayer?: UtilityLayerRenderer);
  105838. /**
  105839. * Updates the gizmo to match the attached mesh's position/rotation
  105840. */
  105841. protected _update(): void;
  105842. /**
  105843. * Disposes of the gizmo
  105844. */
  105845. dispose(): void;
  105846. }
  105847. }
  105848. declare module BABYLON {
  105849. /**
  105850. * Single plane drag gizmo
  105851. */
  105852. export class PlaneDragGizmo extends Gizmo {
  105853. /**
  105854. * Drag behavior responsible for the gizmos dragging interactions
  105855. */
  105856. dragBehavior: PointerDragBehavior;
  105857. private _pointerObserver;
  105858. /**
  105859. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105860. */
  105861. snapDistance: number;
  105862. /**
  105863. * Event that fires each time the gizmo snaps to a new location.
  105864. * * snapDistance is the the change in distance
  105865. */
  105866. onSnapObservable: Observable<{
  105867. snapDistance: number;
  105868. }>;
  105869. private _plane;
  105870. private _coloredMaterial;
  105871. private _hoverMaterial;
  105872. private _isEnabled;
  105873. private _parent;
  105874. /** @hidden */
  105875. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  105876. /** @hidden */
  105877. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  105878. /**
  105879. * Creates a PlaneDragGizmo
  105880. * @param gizmoLayer The utility layer the gizmo will be added to
  105881. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  105882. * @param color The color of the gizmo
  105883. */
  105884. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  105885. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  105886. /**
  105887. * If the gizmo is enabled
  105888. */
  105889. isEnabled: boolean;
  105890. /**
  105891. * Disposes of the gizmo
  105892. */
  105893. dispose(): void;
  105894. }
  105895. }
  105896. declare module BABYLON {
  105897. /**
  105898. * Gizmo that enables dragging a mesh along 3 axis
  105899. */
  105900. export class PositionGizmo extends Gizmo {
  105901. /**
  105902. * Internal gizmo used for interactions on the x axis
  105903. */
  105904. xGizmo: AxisDragGizmo;
  105905. /**
  105906. * Internal gizmo used for interactions on the y axis
  105907. */
  105908. yGizmo: AxisDragGizmo;
  105909. /**
  105910. * Internal gizmo used for interactions on the z axis
  105911. */
  105912. zGizmo: AxisDragGizmo;
  105913. /**
  105914. * Internal gizmo used for interactions on the yz plane
  105915. */
  105916. xPlaneGizmo: PlaneDragGizmo;
  105917. /**
  105918. * Internal gizmo used for interactions on the xz plane
  105919. */
  105920. yPlaneGizmo: PlaneDragGizmo;
  105921. /**
  105922. * Internal gizmo used for interactions on the xy plane
  105923. */
  105924. zPlaneGizmo: PlaneDragGizmo;
  105925. /**
  105926. * private variables
  105927. */
  105928. private _meshAttached;
  105929. private _updateGizmoRotationToMatchAttachedMesh;
  105930. private _snapDistance;
  105931. private _scaleRatio;
  105932. /** Fires an event when any of it's sub gizmos are dragged */
  105933. onDragStartObservable: Observable<unknown>;
  105934. /** Fires an event when any of it's sub gizmos are released from dragging */
  105935. onDragEndObservable: Observable<unknown>;
  105936. /**
  105937. * If set to true, planar drag is enabled
  105938. */
  105939. private _planarGizmoEnabled;
  105940. attachedMesh: Nullable<AbstractMesh>;
  105941. /**
  105942. * Creates a PositionGizmo
  105943. * @param gizmoLayer The utility layer the gizmo will be added to
  105944. */
  105945. constructor(gizmoLayer?: UtilityLayerRenderer);
  105946. /**
  105947. * If the planar drag gizmo is enabled
  105948. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  105949. */
  105950. planarGizmoEnabled: boolean;
  105951. updateGizmoRotationToMatchAttachedMesh: boolean;
  105952. /**
  105953. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105954. */
  105955. snapDistance: number;
  105956. /**
  105957. * Ratio for the scale of the gizmo (Default: 1)
  105958. */
  105959. scaleRatio: number;
  105960. /**
  105961. * Disposes of the gizmo
  105962. */
  105963. dispose(): void;
  105964. /**
  105965. * CustomMeshes are not supported by this gizmo
  105966. * @param mesh The mesh to replace the default mesh of the gizmo
  105967. */
  105968. setCustomMesh(mesh: Mesh): void;
  105969. }
  105970. }
  105971. declare module BABYLON {
  105972. /**
  105973. * Single axis drag gizmo
  105974. */
  105975. export class AxisDragGizmo extends Gizmo {
  105976. /**
  105977. * Drag behavior responsible for the gizmos dragging interactions
  105978. */
  105979. dragBehavior: PointerDragBehavior;
  105980. private _pointerObserver;
  105981. /**
  105982. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  105983. */
  105984. snapDistance: number;
  105985. /**
  105986. * Event that fires each time the gizmo snaps to a new location.
  105987. * * snapDistance is the the change in distance
  105988. */
  105989. onSnapObservable: Observable<{
  105990. snapDistance: number;
  105991. }>;
  105992. private _isEnabled;
  105993. private _parent;
  105994. private _arrow;
  105995. private _coloredMaterial;
  105996. private _hoverMaterial;
  105997. /** @hidden */
  105998. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  105999. /** @hidden */
  106000. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106001. /**
  106002. * Creates an AxisDragGizmo
  106003. * @param gizmoLayer The utility layer the gizmo will be added to
  106004. * @param dragAxis The axis which the gizmo will be able to drag on
  106005. * @param color The color of the gizmo
  106006. */
  106007. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106008. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106009. /**
  106010. * If the gizmo is enabled
  106011. */
  106012. isEnabled: boolean;
  106013. /**
  106014. * Disposes of the gizmo
  106015. */
  106016. dispose(): void;
  106017. }
  106018. }
  106019. declare module BABYLON.Debug {
  106020. /**
  106021. * The Axes viewer will show 3 axes in a specific point in space
  106022. */
  106023. export class AxesViewer {
  106024. private _xAxis;
  106025. private _yAxis;
  106026. private _zAxis;
  106027. private _scaleLinesFactor;
  106028. private _instanced;
  106029. /**
  106030. * Gets the hosting scene
  106031. */
  106032. scene: Scene;
  106033. /**
  106034. * Gets or sets a number used to scale line length
  106035. */
  106036. scaleLines: number;
  106037. /** Gets the node hierarchy used to render x-axis */
  106038. readonly xAxis: TransformNode;
  106039. /** Gets the node hierarchy used to render y-axis */
  106040. readonly yAxis: TransformNode;
  106041. /** Gets the node hierarchy used to render z-axis */
  106042. readonly zAxis: TransformNode;
  106043. /**
  106044. * Creates a new AxesViewer
  106045. * @param scene defines the hosting scene
  106046. * @param scaleLines defines a number used to scale line length (1 by default)
  106047. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106048. * @param xAxis defines the node hierarchy used to render the x-axis
  106049. * @param yAxis defines the node hierarchy used to render the y-axis
  106050. * @param zAxis defines the node hierarchy used to render the z-axis
  106051. */
  106052. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106053. /**
  106054. * Force the viewer to update
  106055. * @param position defines the position of the viewer
  106056. * @param xaxis defines the x axis of the viewer
  106057. * @param yaxis defines the y axis of the viewer
  106058. * @param zaxis defines the z axis of the viewer
  106059. */
  106060. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106061. /**
  106062. * Creates an instance of this axes viewer.
  106063. * @returns a new axes viewer with instanced meshes
  106064. */
  106065. createInstance(): AxesViewer;
  106066. /** Releases resources */
  106067. dispose(): void;
  106068. private static _SetRenderingGroupId;
  106069. }
  106070. }
  106071. declare module BABYLON.Debug {
  106072. /**
  106073. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106074. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106075. */
  106076. export class BoneAxesViewer extends AxesViewer {
  106077. /**
  106078. * Gets or sets the target mesh where to display the axes viewer
  106079. */
  106080. mesh: Nullable<Mesh>;
  106081. /**
  106082. * Gets or sets the target bone where to display the axes viewer
  106083. */
  106084. bone: Nullable<Bone>;
  106085. /** Gets current position */
  106086. pos: Vector3;
  106087. /** Gets direction of X axis */
  106088. xaxis: Vector3;
  106089. /** Gets direction of Y axis */
  106090. yaxis: Vector3;
  106091. /** Gets direction of Z axis */
  106092. zaxis: Vector3;
  106093. /**
  106094. * Creates a new BoneAxesViewer
  106095. * @param scene defines the hosting scene
  106096. * @param bone defines the target bone
  106097. * @param mesh defines the target mesh
  106098. * @param scaleLines defines a scaling factor for line length (1 by default)
  106099. */
  106100. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106101. /**
  106102. * Force the viewer to update
  106103. */
  106104. update(): void;
  106105. /** Releases resources */
  106106. dispose(): void;
  106107. }
  106108. }
  106109. declare module BABYLON {
  106110. /**
  106111. * Interface used to define scene explorer extensibility option
  106112. */
  106113. export interface IExplorerExtensibilityOption {
  106114. /**
  106115. * Define the option label
  106116. */
  106117. label: string;
  106118. /**
  106119. * Defines the action to execute on click
  106120. */
  106121. action: (entity: any) => void;
  106122. }
  106123. /**
  106124. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106125. */
  106126. export interface IExplorerExtensibilityGroup {
  106127. /**
  106128. * Defines a predicate to test if a given type mut be extended
  106129. */
  106130. predicate: (entity: any) => boolean;
  106131. /**
  106132. * Gets the list of options added to a type
  106133. */
  106134. entries: IExplorerExtensibilityOption[];
  106135. }
  106136. /**
  106137. * Interface used to define the options to use to create the Inspector
  106138. */
  106139. export interface IInspectorOptions {
  106140. /**
  106141. * Display in overlay mode (default: false)
  106142. */
  106143. overlay?: boolean;
  106144. /**
  106145. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106146. */
  106147. globalRoot?: HTMLElement;
  106148. /**
  106149. * Display the Scene explorer
  106150. */
  106151. showExplorer?: boolean;
  106152. /**
  106153. * Display the property inspector
  106154. */
  106155. showInspector?: boolean;
  106156. /**
  106157. * Display in embed mode (both panes on the right)
  106158. */
  106159. embedMode?: boolean;
  106160. /**
  106161. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106162. */
  106163. handleResize?: boolean;
  106164. /**
  106165. * Allow the panes to popup (default: true)
  106166. */
  106167. enablePopup?: boolean;
  106168. /**
  106169. * Allow the panes to be closed by users (default: true)
  106170. */
  106171. enableClose?: boolean;
  106172. /**
  106173. * Optional list of extensibility entries
  106174. */
  106175. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106176. /**
  106177. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106178. */
  106179. inspectorURL?: string;
  106180. }
  106181. interface Scene {
  106182. /**
  106183. * @hidden
  106184. * Backing field
  106185. */
  106186. _debugLayer: DebugLayer;
  106187. /**
  106188. * Gets the debug layer (aka Inspector) associated with the scene
  106189. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106190. */
  106191. debugLayer: DebugLayer;
  106192. }
  106193. /**
  106194. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106195. * what is happening in your scene
  106196. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106197. */
  106198. export class DebugLayer {
  106199. /**
  106200. * Define the url to get the inspector script from.
  106201. * By default it uses the babylonjs CDN.
  106202. * @ignoreNaming
  106203. */
  106204. static InspectorURL: string;
  106205. private _scene;
  106206. private BJSINSPECTOR;
  106207. private _onPropertyChangedObservable?;
  106208. /**
  106209. * Observable triggered when a property is changed through the inspector.
  106210. */
  106211. readonly onPropertyChangedObservable: any;
  106212. /**
  106213. * Instantiates a new debug layer.
  106214. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106215. * what is happening in your scene
  106216. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106217. * @param scene Defines the scene to inspect
  106218. */
  106219. constructor(scene: Scene);
  106220. /** Creates the inspector window. */
  106221. private _createInspector;
  106222. /**
  106223. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106224. * @param entity defines the entity to select
  106225. * @param lineContainerTitle defines the specific block to highlight
  106226. */
  106227. select(entity: any, lineContainerTitle?: string): void;
  106228. /** Get the inspector from bundle or global */
  106229. private _getGlobalInspector;
  106230. /**
  106231. * Get if the inspector is visible or not.
  106232. * @returns true if visible otherwise, false
  106233. */
  106234. isVisible(): boolean;
  106235. /**
  106236. * Hide the inspector and close its window.
  106237. */
  106238. hide(): void;
  106239. /**
  106240. * Launch the debugLayer.
  106241. * @param config Define the configuration of the inspector
  106242. * @return a promise fulfilled when the debug layer is visible
  106243. */
  106244. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106245. }
  106246. }
  106247. declare module BABYLON {
  106248. /**
  106249. * Class containing static functions to help procedurally build meshes
  106250. */
  106251. export class BoxBuilder {
  106252. /**
  106253. * Creates a box mesh
  106254. * * The parameter `size` sets the size (float) of each box side (default 1)
  106255. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106256. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  106257. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106258. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106259. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106261. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106262. * @param name defines the name of the mesh
  106263. * @param options defines the options used to create the mesh
  106264. * @param scene defines the hosting scene
  106265. * @returns the box mesh
  106266. */
  106267. static CreateBox(name: string, options: {
  106268. size?: number;
  106269. width?: number;
  106270. height?: number;
  106271. depth?: number;
  106272. faceUV?: Vector4[];
  106273. faceColors?: Color4[];
  106274. sideOrientation?: number;
  106275. frontUVs?: Vector4;
  106276. backUVs?: Vector4;
  106277. wrap?: boolean;
  106278. topBaseAt?: number;
  106279. bottomBaseAt?: number;
  106280. updatable?: boolean;
  106281. }, scene?: Nullable<Scene>): Mesh;
  106282. }
  106283. }
  106284. declare module BABYLON {
  106285. /**
  106286. * Class containing static functions to help procedurally build meshes
  106287. */
  106288. export class SphereBuilder {
  106289. /**
  106290. * Creates a sphere mesh
  106291. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106292. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  106293. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106294. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  106295. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  106296. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106297. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  106298. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106299. * @param name defines the name of the mesh
  106300. * @param options defines the options used to create the mesh
  106301. * @param scene defines the hosting scene
  106302. * @returns the sphere mesh
  106303. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106304. */
  106305. static CreateSphere(name: string, options: {
  106306. segments?: number;
  106307. diameter?: number;
  106308. diameterX?: number;
  106309. diameterY?: number;
  106310. diameterZ?: number;
  106311. arc?: number;
  106312. slice?: number;
  106313. sideOrientation?: number;
  106314. frontUVs?: Vector4;
  106315. backUVs?: Vector4;
  106316. updatable?: boolean;
  106317. }, scene: any): Mesh;
  106318. }
  106319. }
  106320. declare module BABYLON.Debug {
  106321. /**
  106322. * Used to show the physics impostor around the specific mesh
  106323. */
  106324. export class PhysicsViewer {
  106325. /** @hidden */
  106326. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106327. /** @hidden */
  106328. protected _meshes: Array<Nullable<AbstractMesh>>;
  106329. /** @hidden */
  106330. protected _scene: Nullable<Scene>;
  106331. /** @hidden */
  106332. protected _numMeshes: number;
  106333. /** @hidden */
  106334. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106335. private _renderFunction;
  106336. private _utilityLayer;
  106337. private _debugBoxMesh;
  106338. private _debugSphereMesh;
  106339. private _debugCylinderMesh;
  106340. private _debugMaterial;
  106341. private _debugMeshMeshes;
  106342. /**
  106343. * Creates a new PhysicsViewer
  106344. * @param scene defines the hosting scene
  106345. */
  106346. constructor(scene: Scene);
  106347. /** @hidden */
  106348. protected _updateDebugMeshes(): void;
  106349. /**
  106350. * Renders a specified physic impostor
  106351. * @param impostor defines the impostor to render
  106352. * @param targetMesh defines the mesh represented by the impostor
  106353. * @returns the new debug mesh used to render the impostor
  106354. */
  106355. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106356. /**
  106357. * Hides a specified physic impostor
  106358. * @param impostor defines the impostor to hide
  106359. */
  106360. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106361. private _getDebugMaterial;
  106362. private _getDebugBoxMesh;
  106363. private _getDebugSphereMesh;
  106364. private _getDebugCylinderMesh;
  106365. private _getDebugMeshMesh;
  106366. private _getDebugMesh;
  106367. /** Releases all resources */
  106368. dispose(): void;
  106369. }
  106370. }
  106371. declare module BABYLON {
  106372. /**
  106373. * Class containing static functions to help procedurally build meshes
  106374. */
  106375. export class LinesBuilder {
  106376. /**
  106377. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106378. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  106379. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106380. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106381. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106382. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106383. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106384. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106385. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106386. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106387. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106388. * @param name defines the name of the new line system
  106389. * @param options defines the options used to create the line system
  106390. * @param scene defines the hosting scene
  106391. * @returns a new line system mesh
  106392. */
  106393. static CreateLineSystem(name: string, options: {
  106394. lines: Vector3[][];
  106395. updatable?: boolean;
  106396. instance?: Nullable<LinesMesh>;
  106397. colors?: Nullable<Color4[][]>;
  106398. useVertexAlpha?: boolean;
  106399. }, scene: Nullable<Scene>): LinesMesh;
  106400. /**
  106401. * Creates a line mesh
  106402. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  106403. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106404. * * The parameter `points` is an array successive Vector3
  106405. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106406. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106407. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106408. * * When updating an instance, remember that only point positions can change, not the number of points
  106409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106410. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106411. * @param name defines the name of the new line system
  106412. * @param options defines the options used to create the line system
  106413. * @param scene defines the hosting scene
  106414. * @returns a new line mesh
  106415. */
  106416. static CreateLines(name: string, options: {
  106417. points: Vector3[];
  106418. updatable?: boolean;
  106419. instance?: Nullable<LinesMesh>;
  106420. colors?: Color4[];
  106421. useVertexAlpha?: boolean;
  106422. }, scene?: Nullable<Scene>): LinesMesh;
  106423. /**
  106424. * Creates a dashed line mesh
  106425. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  106426. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106427. * * The parameter `points` is an array successive Vector3
  106428. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106429. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106430. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106431. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  106432. * * When updating an instance, remember that only point positions can change, not the number of points
  106433. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106434. * @param name defines the name of the mesh
  106435. * @param options defines the options used to create the mesh
  106436. * @param scene defines the hosting scene
  106437. * @returns the dashed line mesh
  106438. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106439. */
  106440. static CreateDashedLines(name: string, options: {
  106441. points: Vector3[];
  106442. dashSize?: number;
  106443. gapSize?: number;
  106444. dashNb?: number;
  106445. updatable?: boolean;
  106446. instance?: LinesMesh;
  106447. }, scene?: Nullable<Scene>): LinesMesh;
  106448. }
  106449. }
  106450. declare module BABYLON {
  106451. /**
  106452. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106453. * in order to better appreciate the issue one might have.
  106454. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106455. */
  106456. export class RayHelper {
  106457. /**
  106458. * Defines the ray we are currently tryin to visualize.
  106459. */
  106460. ray: Nullable<Ray>;
  106461. private _renderPoints;
  106462. private _renderLine;
  106463. private _renderFunction;
  106464. private _scene;
  106465. private _updateToMeshFunction;
  106466. private _attachedToMesh;
  106467. private _meshSpaceDirection;
  106468. private _meshSpaceOrigin;
  106469. /**
  106470. * Helper function to create a colored helper in a scene in one line.
  106471. * @param ray Defines the ray we are currently tryin to visualize
  106472. * @param scene Defines the scene the ray is used in
  106473. * @param color Defines the color we want to see the ray in
  106474. * @returns The newly created ray helper.
  106475. */
  106476. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106477. /**
  106478. * Instantiate a new ray helper.
  106479. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106480. * in order to better appreciate the issue one might have.
  106481. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106482. * @param ray Defines the ray we are currently tryin to visualize
  106483. */
  106484. constructor(ray: Ray);
  106485. /**
  106486. * Shows the ray we are willing to debug.
  106487. * @param scene Defines the scene the ray needs to be rendered in
  106488. * @param color Defines the color the ray needs to be rendered in
  106489. */
  106490. show(scene: Scene, color?: Color3): void;
  106491. /**
  106492. * Hides the ray we are debugging.
  106493. */
  106494. hide(): void;
  106495. private _render;
  106496. /**
  106497. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106498. * @param mesh Defines the mesh we want the helper attached to
  106499. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106500. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106501. * @param length Defines the length of the ray
  106502. */
  106503. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106504. /**
  106505. * Detach the ray helper from the mesh it has previously been attached to.
  106506. */
  106507. detachFromMesh(): void;
  106508. private _updateToMesh;
  106509. /**
  106510. * Dispose the helper and release its associated resources.
  106511. */
  106512. dispose(): void;
  106513. }
  106514. }
  106515. declare module BABYLON.Debug {
  106516. /**
  106517. * Class used to render a debug view of a given skeleton
  106518. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106519. */
  106520. export class SkeletonViewer {
  106521. /** defines the skeleton to render */
  106522. skeleton: Skeleton;
  106523. /** defines the mesh attached to the skeleton */
  106524. mesh: AbstractMesh;
  106525. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106526. autoUpdateBonesMatrices: boolean;
  106527. /** defines the rendering group id to use with the viewer */
  106528. renderingGroupId: number;
  106529. /** Gets or sets the color used to render the skeleton */
  106530. color: Color3;
  106531. private _scene;
  106532. private _debugLines;
  106533. private _debugMesh;
  106534. private _isEnabled;
  106535. private _renderFunction;
  106536. private _utilityLayer;
  106537. /**
  106538. * Returns the mesh used to render the bones
  106539. */
  106540. readonly debugMesh: Nullable<LinesMesh>;
  106541. /**
  106542. * Creates a new SkeletonViewer
  106543. * @param skeleton defines the skeleton to render
  106544. * @param mesh defines the mesh attached to the skeleton
  106545. * @param scene defines the hosting scene
  106546. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106547. * @param renderingGroupId defines the rendering group id to use with the viewer
  106548. */
  106549. constructor(
  106550. /** defines the skeleton to render */
  106551. skeleton: Skeleton,
  106552. /** defines the mesh attached to the skeleton */
  106553. mesh: AbstractMesh, scene: Scene,
  106554. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106555. autoUpdateBonesMatrices?: boolean,
  106556. /** defines the rendering group id to use with the viewer */
  106557. renderingGroupId?: number);
  106558. /** Gets or sets a boolean indicating if the viewer is enabled */
  106559. isEnabled: boolean;
  106560. private _getBonePosition;
  106561. private _getLinesForBonesWithLength;
  106562. private _getLinesForBonesNoLength;
  106563. /** Update the viewer to sync with current skeleton state */
  106564. update(): void;
  106565. /** Release associated resources */
  106566. dispose(): void;
  106567. }
  106568. }
  106569. declare module BABYLON {
  106570. /**
  106571. * Options to create the null engine
  106572. */
  106573. export class NullEngineOptions {
  106574. /**
  106575. * Render width (Default: 512)
  106576. */
  106577. renderWidth: number;
  106578. /**
  106579. * Render height (Default: 256)
  106580. */
  106581. renderHeight: number;
  106582. /**
  106583. * Texture size (Default: 512)
  106584. */
  106585. textureSize: number;
  106586. /**
  106587. * If delta time between frames should be constant
  106588. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106589. */
  106590. deterministicLockstep: boolean;
  106591. /**
  106592. * Maximum about of steps between frames (Default: 4)
  106593. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106594. */
  106595. lockstepMaxSteps: number;
  106596. }
  106597. /**
  106598. * The null engine class provides support for headless version of babylon.js.
  106599. * This can be used in server side scenario or for testing purposes
  106600. */
  106601. export class NullEngine extends Engine {
  106602. private _options;
  106603. /**
  106604. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106605. */
  106606. isDeterministicLockStep(): boolean;
  106607. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106608. getLockstepMaxSteps(): number;
  106609. /**
  106610. * Sets hardware scaling, used to save performance if needed
  106611. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106612. */
  106613. getHardwareScalingLevel(): number;
  106614. constructor(options?: NullEngineOptions);
  106615. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106616. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106617. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106618. getRenderWidth(useScreen?: boolean): number;
  106619. getRenderHeight(useScreen?: boolean): number;
  106620. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106621. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106622. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106623. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106624. bindSamplers(effect: Effect): void;
  106625. enableEffect(effect: Effect): void;
  106626. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106627. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106628. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106629. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106630. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106631. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106632. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106633. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106634. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106635. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106636. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106637. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106638. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106639. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106640. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106641. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106642. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106643. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106644. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106645. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106646. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106647. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106648. bindBuffers(vertexBuffers: {
  106649. [key: string]: VertexBuffer;
  106650. }, indexBuffer: DataBuffer, effect: Effect): void;
  106651. wipeCaches(bruteForce?: boolean): void;
  106652. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106653. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106654. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106655. /** @hidden */
  106656. _createTexture(): WebGLTexture;
  106657. /** @hidden */
  106658. _releaseTexture(texture: InternalTexture): void;
  106659. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  106660. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106661. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106662. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106663. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106664. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106665. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106666. areAllEffectsReady(): boolean;
  106667. /**
  106668. * @hidden
  106669. * Get the current error code of the webGL context
  106670. * @returns the error code
  106671. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106672. */
  106673. getError(): number;
  106674. /** @hidden */
  106675. _getUnpackAlignement(): number;
  106676. /** @hidden */
  106677. _unpackFlipY(value: boolean): void;
  106678. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106679. /**
  106680. * Updates a dynamic vertex buffer.
  106681. * @param vertexBuffer the vertex buffer to update
  106682. * @param data the data used to update the vertex buffer
  106683. * @param byteOffset the byte offset of the data (optional)
  106684. * @param byteLength the byte length of the data (optional)
  106685. */
  106686. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106687. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106688. /** @hidden */
  106689. _bindTexture(channel: number, texture: InternalTexture): void;
  106690. /** @hidden */
  106691. _releaseBuffer(buffer: DataBuffer): boolean;
  106692. releaseEffects(): void;
  106693. displayLoadingUI(): void;
  106694. hideLoadingUI(): void;
  106695. /** @hidden */
  106696. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106697. /** @hidden */
  106698. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106699. /** @hidden */
  106700. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  106701. /** @hidden */
  106702. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  106703. }
  106704. }
  106705. declare module BABYLON {
  106706. /** @hidden */
  106707. export class _OcclusionDataStorage {
  106708. /** @hidden */
  106709. occlusionInternalRetryCounter: number;
  106710. /** @hidden */
  106711. isOcclusionQueryInProgress: boolean;
  106712. /** @hidden */
  106713. isOccluded: boolean;
  106714. /** @hidden */
  106715. occlusionRetryCount: number;
  106716. /** @hidden */
  106717. occlusionType: number;
  106718. /** @hidden */
  106719. occlusionQueryAlgorithmType: number;
  106720. }
  106721. interface Engine {
  106722. /**
  106723. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  106724. * @return the new query
  106725. */
  106726. createQuery(): WebGLQuery;
  106727. /**
  106728. * Delete and release a webGL query
  106729. * @param query defines the query to delete
  106730. * @return the current engine
  106731. */
  106732. deleteQuery(query: WebGLQuery): Engine;
  106733. /**
  106734. * Check if a given query has resolved and got its value
  106735. * @param query defines the query to check
  106736. * @returns true if the query got its value
  106737. */
  106738. isQueryResultAvailable(query: WebGLQuery): boolean;
  106739. /**
  106740. * Gets the value of a given query
  106741. * @param query defines the query to check
  106742. * @returns the value of the query
  106743. */
  106744. getQueryResult(query: WebGLQuery): number;
  106745. /**
  106746. * Initiates an occlusion query
  106747. * @param algorithmType defines the algorithm to use
  106748. * @param query defines the query to use
  106749. * @returns the current engine
  106750. * @see http://doc.babylonjs.com/features/occlusionquery
  106751. */
  106752. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  106753. /**
  106754. * Ends an occlusion query
  106755. * @see http://doc.babylonjs.com/features/occlusionquery
  106756. * @param algorithmType defines the algorithm to use
  106757. * @returns the current engine
  106758. */
  106759. endOcclusionQuery(algorithmType: number): Engine;
  106760. /**
  106761. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  106762. * Please note that only one query can be issued at a time
  106763. * @returns a time token used to track the time span
  106764. */
  106765. startTimeQuery(): Nullable<_TimeToken>;
  106766. /**
  106767. * Ends a time query
  106768. * @param token defines the token used to measure the time span
  106769. * @returns the time spent (in ns)
  106770. */
  106771. endTimeQuery(token: _TimeToken): int;
  106772. /** @hidden */
  106773. _currentNonTimestampToken: Nullable<_TimeToken>;
  106774. /** @hidden */
  106775. _createTimeQuery(): WebGLQuery;
  106776. /** @hidden */
  106777. _deleteTimeQuery(query: WebGLQuery): void;
  106778. /** @hidden */
  106779. _getGlAlgorithmType(algorithmType: number): number;
  106780. /** @hidden */
  106781. _getTimeQueryResult(query: WebGLQuery): any;
  106782. /** @hidden */
  106783. _getTimeQueryAvailability(query: WebGLQuery): any;
  106784. }
  106785. interface AbstractMesh {
  106786. /**
  106787. * Backing filed
  106788. * @hidden
  106789. */
  106790. __occlusionDataStorage: _OcclusionDataStorage;
  106791. /**
  106792. * Access property
  106793. * @hidden
  106794. */
  106795. _occlusionDataStorage: _OcclusionDataStorage;
  106796. /**
  106797. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  106798. * The default value is -1 which means don't break the query and wait till the result
  106799. * @see http://doc.babylonjs.com/features/occlusionquery
  106800. */
  106801. occlusionRetryCount: number;
  106802. /**
  106803. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  106804. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  106805. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  106806. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  106807. * @see http://doc.babylonjs.com/features/occlusionquery
  106808. */
  106809. occlusionType: number;
  106810. /**
  106811. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  106812. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  106813. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  106814. * @see http://doc.babylonjs.com/features/occlusionquery
  106815. */
  106816. occlusionQueryAlgorithmType: number;
  106817. /**
  106818. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  106819. * @see http://doc.babylonjs.com/features/occlusionquery
  106820. */
  106821. isOccluded: boolean;
  106822. /**
  106823. * Flag to check the progress status of the query
  106824. * @see http://doc.babylonjs.com/features/occlusionquery
  106825. */
  106826. isOcclusionQueryInProgress: boolean;
  106827. }
  106828. }
  106829. declare module BABYLON {
  106830. /** @hidden */
  106831. export var _forceTransformFeedbackToBundle: boolean;
  106832. interface Engine {
  106833. /**
  106834. * Creates a webGL transform feedback object
  106835. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  106836. * @returns the webGL transform feedback object
  106837. */
  106838. createTransformFeedback(): WebGLTransformFeedback;
  106839. /**
  106840. * Delete a webGL transform feedback object
  106841. * @param value defines the webGL transform feedback object to delete
  106842. */
  106843. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  106844. /**
  106845. * Bind a webGL transform feedback object to the webgl context
  106846. * @param value defines the webGL transform feedback object to bind
  106847. */
  106848. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  106849. /**
  106850. * Begins a transform feedback operation
  106851. * @param usePoints defines if points or triangles must be used
  106852. */
  106853. beginTransformFeedback(usePoints: boolean): void;
  106854. /**
  106855. * Ends a transform feedback operation
  106856. */
  106857. endTransformFeedback(): void;
  106858. /**
  106859. * Specify the varyings to use with transform feedback
  106860. * @param program defines the associated webGL program
  106861. * @param value defines the list of strings representing the varying names
  106862. */
  106863. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  106864. /**
  106865. * Bind a webGL buffer for a transform feedback operation
  106866. * @param value defines the webGL buffer to bind
  106867. */
  106868. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  106869. }
  106870. }
  106871. declare module BABYLON {
  106872. /**
  106873. * Creation options of the multi render target texture.
  106874. */
  106875. export interface IMultiRenderTargetOptions {
  106876. /**
  106877. * Define if the texture needs to create mip maps after render.
  106878. */
  106879. generateMipMaps?: boolean;
  106880. /**
  106881. * Define the types of all the draw buffers we want to create
  106882. */
  106883. types?: number[];
  106884. /**
  106885. * Define the sampling modes of all the draw buffers we want to create
  106886. */
  106887. samplingModes?: number[];
  106888. /**
  106889. * Define if a depth buffer is required
  106890. */
  106891. generateDepthBuffer?: boolean;
  106892. /**
  106893. * Define if a stencil buffer is required
  106894. */
  106895. generateStencilBuffer?: boolean;
  106896. /**
  106897. * Define if a depth texture is required instead of a depth buffer
  106898. */
  106899. generateDepthTexture?: boolean;
  106900. /**
  106901. * Define the number of desired draw buffers
  106902. */
  106903. textureCount?: number;
  106904. /**
  106905. * Define if aspect ratio should be adapted to the texture or stay the scene one
  106906. */
  106907. doNotChangeAspectRatio?: boolean;
  106908. /**
  106909. * Define the default type of the buffers we are creating
  106910. */
  106911. defaultType?: number;
  106912. }
  106913. /**
  106914. * A multi render target, like a render target provides the ability to render to a texture.
  106915. * Unlike the render target, it can render to several draw buffers in one draw.
  106916. * This is specially interesting in deferred rendering or for any effects requiring more than
  106917. * just one color from a single pass.
  106918. */
  106919. export class MultiRenderTarget extends RenderTargetTexture {
  106920. private _internalTextures;
  106921. private _textures;
  106922. private _multiRenderTargetOptions;
  106923. /**
  106924. * Get if draw buffers are currently supported by the used hardware and browser.
  106925. */
  106926. readonly isSupported: boolean;
  106927. /**
  106928. * Get the list of textures generated by the multi render target.
  106929. */
  106930. readonly textures: Texture[];
  106931. /**
  106932. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  106933. */
  106934. readonly depthTexture: Texture;
  106935. /**
  106936. * Set the wrapping mode on U of all the textures we are rendering to.
  106937. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106938. */
  106939. wrapU: number;
  106940. /**
  106941. * Set the wrapping mode on V of all the textures we are rendering to.
  106942. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  106943. */
  106944. wrapV: number;
  106945. /**
  106946. * Instantiate a new multi render target texture.
  106947. * A multi render target, like a render target provides the ability to render to a texture.
  106948. * Unlike the render target, it can render to several draw buffers in one draw.
  106949. * This is specially interesting in deferred rendering or for any effects requiring more than
  106950. * just one color from a single pass.
  106951. * @param name Define the name of the texture
  106952. * @param size Define the size of the buffers to render to
  106953. * @param count Define the number of target we are rendering into
  106954. * @param scene Define the scene the texture belongs to
  106955. * @param options Define the options used to create the multi render target
  106956. */
  106957. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  106958. /** @hidden */
  106959. _rebuild(): void;
  106960. private _createInternalTextures;
  106961. private _createTextures;
  106962. /**
  106963. * Define the number of samples used if MSAA is enabled.
  106964. */
  106965. samples: number;
  106966. /**
  106967. * Resize all the textures in the multi render target.
  106968. * Be carrefull as it will recreate all the data in the new texture.
  106969. * @param size Define the new size
  106970. */
  106971. resize(size: any): void;
  106972. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  106973. /**
  106974. * Dispose the render targets and their associated resources
  106975. */
  106976. dispose(): void;
  106977. /**
  106978. * Release all the underlying texture used as draw buffers.
  106979. */
  106980. releaseInternalTextures(): void;
  106981. }
  106982. }
  106983. declare module BABYLON {
  106984. interface Engine {
  106985. /**
  106986. * Unbind a list of render target textures from the webGL context
  106987. * This is used only when drawBuffer extension or webGL2 are active
  106988. * @param textures defines the render target textures to unbind
  106989. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  106990. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  106991. */
  106992. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  106993. /**
  106994. * Create a multi render target texture
  106995. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  106996. * @param size defines the size of the texture
  106997. * @param options defines the creation options
  106998. * @returns the cube texture as an InternalTexture
  106999. */
  107000. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107001. /**
  107002. * Update the sample count for a given multiple render target texture
  107003. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107004. * @param textures defines the textures to update
  107005. * @param samples defines the sample count to set
  107006. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107007. */
  107008. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107009. }
  107010. }
  107011. declare module BABYLON {
  107012. /**
  107013. * Gather the list of clipboard event types as constants.
  107014. */
  107015. export class ClipboardEventTypes {
  107016. /**
  107017. * The clipboard event is fired when a copy command is active (pressed).
  107018. */
  107019. static readonly COPY: number;
  107020. /**
  107021. * The clipboard event is fired when a cut command is active (pressed).
  107022. */
  107023. static readonly CUT: number;
  107024. /**
  107025. * The clipboard event is fired when a paste command is active (pressed).
  107026. */
  107027. static readonly PASTE: number;
  107028. }
  107029. /**
  107030. * This class is used to store clipboard related info for the onClipboardObservable event.
  107031. */
  107032. export class ClipboardInfo {
  107033. /**
  107034. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107035. */
  107036. type: number;
  107037. /**
  107038. * Defines the related dom event
  107039. */
  107040. event: ClipboardEvent;
  107041. /**
  107042. *Creates an instance of ClipboardInfo.
  107043. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107044. * @param event Defines the related dom event
  107045. */
  107046. constructor(
  107047. /**
  107048. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107049. */
  107050. type: number,
  107051. /**
  107052. * Defines the related dom event
  107053. */
  107054. event: ClipboardEvent);
  107055. /**
  107056. * Get the clipboard event's type from the keycode.
  107057. * @param keyCode Defines the keyCode for the current keyboard event.
  107058. * @return {number}
  107059. */
  107060. static GetTypeFromCharacter(keyCode: number): number;
  107061. }
  107062. }
  107063. declare module BABYLON {
  107064. /**
  107065. * Google Daydream controller
  107066. */
  107067. export class DaydreamController extends WebVRController {
  107068. /**
  107069. * Base Url for the controller model.
  107070. */
  107071. static MODEL_BASE_URL: string;
  107072. /**
  107073. * File name for the controller model.
  107074. */
  107075. static MODEL_FILENAME: string;
  107076. /**
  107077. * Gamepad Id prefix used to identify Daydream Controller.
  107078. */
  107079. static readonly GAMEPAD_ID_PREFIX: string;
  107080. /**
  107081. * Creates a new DaydreamController from a gamepad
  107082. * @param vrGamepad the gamepad that the controller should be created from
  107083. */
  107084. constructor(vrGamepad: any);
  107085. /**
  107086. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107087. * @param scene scene in which to add meshes
  107088. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107089. */
  107090. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107091. /**
  107092. * Called once for each button that changed state since the last frame
  107093. * @param buttonIdx Which button index changed
  107094. * @param state New state of the button
  107095. * @param changes Which properties on the state changed since last frame
  107096. */
  107097. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107098. }
  107099. }
  107100. declare module BABYLON {
  107101. /**
  107102. * Gear VR Controller
  107103. */
  107104. export class GearVRController extends WebVRController {
  107105. /**
  107106. * Base Url for the controller model.
  107107. */
  107108. static MODEL_BASE_URL: string;
  107109. /**
  107110. * File name for the controller model.
  107111. */
  107112. static MODEL_FILENAME: string;
  107113. /**
  107114. * Gamepad Id prefix used to identify this controller.
  107115. */
  107116. static readonly GAMEPAD_ID_PREFIX: string;
  107117. private readonly _buttonIndexToObservableNameMap;
  107118. /**
  107119. * Creates a new GearVRController from a gamepad
  107120. * @param vrGamepad the gamepad that the controller should be created from
  107121. */
  107122. constructor(vrGamepad: any);
  107123. /**
  107124. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107125. * @param scene scene in which to add meshes
  107126. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107127. */
  107128. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107129. /**
  107130. * Called once for each button that changed state since the last frame
  107131. * @param buttonIdx Which button index changed
  107132. * @param state New state of the button
  107133. * @param changes Which properties on the state changed since last frame
  107134. */
  107135. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107136. }
  107137. }
  107138. declare module BABYLON {
  107139. /**
  107140. * Class containing static functions to help procedurally build meshes
  107141. */
  107142. export class PolyhedronBuilder {
  107143. /**
  107144. * Creates a polyhedron mesh
  107145. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  107146. * * The parameter `size` (positive float, default 1) sets the polygon size
  107147. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107148. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  107149. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  107150. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  107151. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107152. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  107153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107154. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107156. * @param name defines the name of the mesh
  107157. * @param options defines the options used to create the mesh
  107158. * @param scene defines the hosting scene
  107159. * @returns the polyhedron mesh
  107160. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107161. */
  107162. static CreatePolyhedron(name: string, options: {
  107163. type?: number;
  107164. size?: number;
  107165. sizeX?: number;
  107166. sizeY?: number;
  107167. sizeZ?: number;
  107168. custom?: any;
  107169. faceUV?: Vector4[];
  107170. faceColors?: Color4[];
  107171. flat?: boolean;
  107172. updatable?: boolean;
  107173. sideOrientation?: number;
  107174. frontUVs?: Vector4;
  107175. backUVs?: Vector4;
  107176. }, scene?: Nullable<Scene>): Mesh;
  107177. }
  107178. }
  107179. declare module BABYLON {
  107180. /**
  107181. * Gizmo that enables scaling a mesh along 3 axis
  107182. */
  107183. export class ScaleGizmo extends Gizmo {
  107184. /**
  107185. * Internal gizmo used for interactions on the x axis
  107186. */
  107187. xGizmo: AxisScaleGizmo;
  107188. /**
  107189. * Internal gizmo used for interactions on the y axis
  107190. */
  107191. yGizmo: AxisScaleGizmo;
  107192. /**
  107193. * Internal gizmo used for interactions on the z axis
  107194. */
  107195. zGizmo: AxisScaleGizmo;
  107196. /**
  107197. * Internal gizmo used to scale all axis equally
  107198. */
  107199. uniformScaleGizmo: AxisScaleGizmo;
  107200. private _meshAttached;
  107201. private _updateGizmoRotationToMatchAttachedMesh;
  107202. private _snapDistance;
  107203. private _scaleRatio;
  107204. private _uniformScalingMesh;
  107205. private _octahedron;
  107206. /** Fires an event when any of it's sub gizmos are dragged */
  107207. onDragStartObservable: Observable<unknown>;
  107208. /** Fires an event when any of it's sub gizmos are released from dragging */
  107209. onDragEndObservable: Observable<unknown>;
  107210. attachedMesh: Nullable<AbstractMesh>;
  107211. /**
  107212. * Creates a ScaleGizmo
  107213. * @param gizmoLayer The utility layer the gizmo will be added to
  107214. */
  107215. constructor(gizmoLayer?: UtilityLayerRenderer);
  107216. updateGizmoRotationToMatchAttachedMesh: boolean;
  107217. /**
  107218. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107219. */
  107220. snapDistance: number;
  107221. /**
  107222. * Ratio for the scale of the gizmo (Default: 1)
  107223. */
  107224. scaleRatio: number;
  107225. /**
  107226. * Disposes of the gizmo
  107227. */
  107228. dispose(): void;
  107229. }
  107230. }
  107231. declare module BABYLON {
  107232. /**
  107233. * Single axis scale gizmo
  107234. */
  107235. export class AxisScaleGizmo extends Gizmo {
  107236. /**
  107237. * Drag behavior responsible for the gizmos dragging interactions
  107238. */
  107239. dragBehavior: PointerDragBehavior;
  107240. private _pointerObserver;
  107241. /**
  107242. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107243. */
  107244. snapDistance: number;
  107245. /**
  107246. * Event that fires each time the gizmo snaps to a new location.
  107247. * * snapDistance is the the change in distance
  107248. */
  107249. onSnapObservable: Observable<{
  107250. snapDistance: number;
  107251. }>;
  107252. /**
  107253. * If the scaling operation should be done on all axis (default: false)
  107254. */
  107255. uniformScaling: boolean;
  107256. private _isEnabled;
  107257. private _parent;
  107258. private _arrow;
  107259. private _coloredMaterial;
  107260. private _hoverMaterial;
  107261. /**
  107262. * Creates an AxisScaleGizmo
  107263. * @param gizmoLayer The utility layer the gizmo will be added to
  107264. * @param dragAxis The axis which the gizmo will be able to scale on
  107265. * @param color The color of the gizmo
  107266. */
  107267. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107268. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107269. /**
  107270. * If the gizmo is enabled
  107271. */
  107272. isEnabled: boolean;
  107273. /**
  107274. * Disposes of the gizmo
  107275. */
  107276. dispose(): void;
  107277. /**
  107278. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107279. * @param mesh The mesh to replace the default mesh of the gizmo
  107280. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107281. */
  107282. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107283. }
  107284. }
  107285. declare module BABYLON {
  107286. /**
  107287. * Bounding box gizmo
  107288. */
  107289. export class BoundingBoxGizmo extends Gizmo {
  107290. private _lineBoundingBox;
  107291. private _rotateSpheresParent;
  107292. private _scaleBoxesParent;
  107293. private _boundingDimensions;
  107294. private _renderObserver;
  107295. private _pointerObserver;
  107296. private _scaleDragSpeed;
  107297. private _tmpQuaternion;
  107298. private _tmpVector;
  107299. private _tmpRotationMatrix;
  107300. /**
  107301. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  107302. */
  107303. ignoreChildren: boolean;
  107304. /**
  107305. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  107306. */
  107307. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107308. /**
  107309. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107310. */
  107311. rotationSphereSize: number;
  107312. /**
  107313. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107314. */
  107315. scaleBoxSize: number;
  107316. /**
  107317. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  107318. */
  107319. fixedDragMeshScreenSize: boolean;
  107320. /**
  107321. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107322. */
  107323. fixedDragMeshScreenSizeDistanceFactor: number;
  107324. /**
  107325. * Fired when a rotation sphere or scale box is dragged
  107326. */
  107327. onDragStartObservable: Observable<{}>;
  107328. /**
  107329. * Fired when a scale box is dragged
  107330. */
  107331. onScaleBoxDragObservable: Observable<{}>;
  107332. /**
  107333. * Fired when a scale box drag is ended
  107334. */
  107335. onScaleBoxDragEndObservable: Observable<{}>;
  107336. /**
  107337. * Fired when a rotation sphere is dragged
  107338. */
  107339. onRotationSphereDragObservable: Observable<{}>;
  107340. /**
  107341. * Fired when a rotation sphere drag is ended
  107342. */
  107343. onRotationSphereDragEndObservable: Observable<{}>;
  107344. /**
  107345. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  107346. */
  107347. scalePivot: Nullable<Vector3>;
  107348. /**
  107349. * Mesh used as a pivot to rotate the attached mesh
  107350. */
  107351. private _anchorMesh;
  107352. private _existingMeshScale;
  107353. private _dragMesh;
  107354. private pointerDragBehavior;
  107355. private coloredMaterial;
  107356. private hoverColoredMaterial;
  107357. /**
  107358. * Sets the color of the bounding box gizmo
  107359. * @param color the color to set
  107360. */
  107361. setColor(color: Color3): void;
  107362. /**
  107363. * Creates an BoundingBoxGizmo
  107364. * @param gizmoLayer The utility layer the gizmo will be added to
  107365. * @param color The color of the gizmo
  107366. */
  107367. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107368. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107369. private _selectNode;
  107370. /**
  107371. * Updates the bounding box information for the Gizmo
  107372. */
  107373. updateBoundingBox(): void;
  107374. private _updateRotationSpheres;
  107375. private _updateScaleBoxes;
  107376. /**
  107377. * Enables rotation on the specified axis and disables rotation on the others
  107378. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107379. */
  107380. setEnabledRotationAxis(axis: string): void;
  107381. /**
  107382. * Enables/disables scaling
  107383. * @param enable if scaling should be enabled
  107384. */
  107385. setEnabledScaling(enable: boolean): void;
  107386. private _updateDummy;
  107387. /**
  107388. * Enables a pointer drag behavior on the bounding box of the gizmo
  107389. */
  107390. enableDragBehavior(): void;
  107391. /**
  107392. * Disposes of the gizmo
  107393. */
  107394. dispose(): void;
  107395. /**
  107396. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  107397. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107398. * @returns the bounding box mesh with the passed in mesh as a child
  107399. */
  107400. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107401. /**
  107402. * CustomMeshes are not supported by this gizmo
  107403. * @param mesh The mesh to replace the default mesh of the gizmo
  107404. */
  107405. setCustomMesh(mesh: Mesh): void;
  107406. }
  107407. }
  107408. declare module BABYLON {
  107409. /**
  107410. * Single plane rotation gizmo
  107411. */
  107412. export class PlaneRotationGizmo extends Gizmo {
  107413. /**
  107414. * Drag behavior responsible for the gizmos dragging interactions
  107415. */
  107416. dragBehavior: PointerDragBehavior;
  107417. private _pointerObserver;
  107418. /**
  107419. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107420. */
  107421. snapDistance: number;
  107422. /**
  107423. * Event that fires each time the gizmo snaps to a new location.
  107424. * * snapDistance is the the change in distance
  107425. */
  107426. onSnapObservable: Observable<{
  107427. snapDistance: number;
  107428. }>;
  107429. private _isEnabled;
  107430. private _parent;
  107431. /**
  107432. * Creates a PlaneRotationGizmo
  107433. * @param gizmoLayer The utility layer the gizmo will be added to
  107434. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107435. * @param color The color of the gizmo
  107436. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107437. */
  107438. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107439. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107440. /**
  107441. * If the gizmo is enabled
  107442. */
  107443. isEnabled: boolean;
  107444. /**
  107445. * Disposes of the gizmo
  107446. */
  107447. dispose(): void;
  107448. }
  107449. }
  107450. declare module BABYLON {
  107451. /**
  107452. * Gizmo that enables rotating a mesh along 3 axis
  107453. */
  107454. export class RotationGizmo extends Gizmo {
  107455. /**
  107456. * Internal gizmo used for interactions on the x axis
  107457. */
  107458. xGizmo: PlaneRotationGizmo;
  107459. /**
  107460. * Internal gizmo used for interactions on the y axis
  107461. */
  107462. yGizmo: PlaneRotationGizmo;
  107463. /**
  107464. * Internal gizmo used for interactions on the z axis
  107465. */
  107466. zGizmo: PlaneRotationGizmo;
  107467. /** Fires an event when any of it's sub gizmos are dragged */
  107468. onDragStartObservable: Observable<unknown>;
  107469. /** Fires an event when any of it's sub gizmos are released from dragging */
  107470. onDragEndObservable: Observable<unknown>;
  107471. private _meshAttached;
  107472. attachedMesh: Nullable<AbstractMesh>;
  107473. /**
  107474. * Creates a RotationGizmo
  107475. * @param gizmoLayer The utility layer the gizmo will be added to
  107476. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107477. */
  107478. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107479. updateGizmoRotationToMatchAttachedMesh: boolean;
  107480. /**
  107481. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107482. */
  107483. snapDistance: number;
  107484. /**
  107485. * Ratio for the scale of the gizmo (Default: 1)
  107486. */
  107487. scaleRatio: number;
  107488. /**
  107489. * Disposes of the gizmo
  107490. */
  107491. dispose(): void;
  107492. /**
  107493. * CustomMeshes are not supported by this gizmo
  107494. * @param mesh The mesh to replace the default mesh of the gizmo
  107495. */
  107496. setCustomMesh(mesh: Mesh): void;
  107497. }
  107498. }
  107499. declare module BABYLON {
  107500. /**
  107501. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107502. */
  107503. export class GizmoManager implements IDisposable {
  107504. private scene;
  107505. /**
  107506. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107507. */
  107508. gizmos: {
  107509. positionGizmo: Nullable<PositionGizmo>;
  107510. rotationGizmo: Nullable<RotationGizmo>;
  107511. scaleGizmo: Nullable<ScaleGizmo>;
  107512. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107513. };
  107514. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107515. clearGizmoOnEmptyPointerEvent: boolean;
  107516. /** Fires an event when the manager is attached to a mesh */
  107517. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107518. private _gizmosEnabled;
  107519. private _pointerObserver;
  107520. private _attachedMesh;
  107521. private _boundingBoxColor;
  107522. private _defaultUtilityLayer;
  107523. private _defaultKeepDepthUtilityLayer;
  107524. /**
  107525. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107526. */
  107527. boundingBoxDragBehavior: SixDofDragBehavior;
  107528. /**
  107529. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107530. */
  107531. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107532. /**
  107533. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107534. */
  107535. usePointerToAttachGizmos: boolean;
  107536. /**
  107537. * Utility layer that the bounding box gizmo belongs to
  107538. */
  107539. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107540. /**
  107541. * Utility layer that all gizmos besides bounding box belong to
  107542. */
  107543. readonly utilityLayer: UtilityLayerRenderer;
  107544. /**
  107545. * Instatiates a gizmo manager
  107546. * @param scene the scene to overlay the gizmos on top of
  107547. */
  107548. constructor(scene: Scene);
  107549. /**
  107550. * Attaches a set of gizmos to the specified mesh
  107551. * @param mesh The mesh the gizmo's should be attached to
  107552. */
  107553. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107554. /**
  107555. * If the position gizmo is enabled
  107556. */
  107557. positionGizmoEnabled: boolean;
  107558. /**
  107559. * If the rotation gizmo is enabled
  107560. */
  107561. rotationGizmoEnabled: boolean;
  107562. /**
  107563. * If the scale gizmo is enabled
  107564. */
  107565. scaleGizmoEnabled: boolean;
  107566. /**
  107567. * If the boundingBox gizmo is enabled
  107568. */
  107569. boundingBoxGizmoEnabled: boolean;
  107570. /**
  107571. * Disposes of the gizmo manager
  107572. */
  107573. dispose(): void;
  107574. }
  107575. }
  107576. declare module BABYLON {
  107577. /**
  107578. * A directional light is defined by a direction (what a surprise!).
  107579. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107580. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  107581. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107582. */
  107583. export class DirectionalLight extends ShadowLight {
  107584. private _shadowFrustumSize;
  107585. /**
  107586. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107587. */
  107588. /**
  107589. * Specifies a fix frustum size for the shadow generation.
  107590. */
  107591. shadowFrustumSize: number;
  107592. private _shadowOrthoScale;
  107593. /**
  107594. * Gets the shadow projection scale against the optimal computed one.
  107595. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107596. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107597. */
  107598. /**
  107599. * Sets the shadow projection scale against the optimal computed one.
  107600. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107601. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107602. */
  107603. shadowOrthoScale: number;
  107604. /**
  107605. * Automatically compute the projection matrix to best fit (including all the casters)
  107606. * on each frame.
  107607. */
  107608. autoUpdateExtends: boolean;
  107609. private _orthoLeft;
  107610. private _orthoRight;
  107611. private _orthoTop;
  107612. private _orthoBottom;
  107613. /**
  107614. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107615. * The directional light is emitted from everywhere in the given direction.
  107616. * It can cast shadows.
  107617. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107618. * @param name The friendly name of the light
  107619. * @param direction The direction of the light
  107620. * @param scene The scene the light belongs to
  107621. */
  107622. constructor(name: string, direction: Vector3, scene: Scene);
  107623. /**
  107624. * Returns the string "DirectionalLight".
  107625. * @return The class name
  107626. */
  107627. getClassName(): string;
  107628. /**
  107629. * Returns the integer 1.
  107630. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107631. */
  107632. getTypeID(): number;
  107633. /**
  107634. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107635. * Returns the DirectionalLight Shadow projection matrix.
  107636. */
  107637. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107638. /**
  107639. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107640. * Returns the DirectionalLight Shadow projection matrix.
  107641. */
  107642. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107643. /**
  107644. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107645. * Returns the DirectionalLight Shadow projection matrix.
  107646. */
  107647. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107648. protected _buildUniformLayout(): void;
  107649. /**
  107650. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107651. * @param effect The effect to update
  107652. * @param lightIndex The index of the light in the effect to update
  107653. * @returns The directional light
  107654. */
  107655. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107656. /**
  107657. * Gets the minZ used for shadow according to both the scene and the light.
  107658. *
  107659. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107660. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107661. * @param activeCamera The camera we are returning the min for
  107662. * @returns the depth min z
  107663. */
  107664. getDepthMinZ(activeCamera: Camera): number;
  107665. /**
  107666. * Gets the maxZ used for shadow according to both the scene and the light.
  107667. *
  107668. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107669. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107670. * @param activeCamera The camera we are returning the max for
  107671. * @returns the depth max z
  107672. */
  107673. getDepthMaxZ(activeCamera: Camera): number;
  107674. /**
  107675. * Prepares the list of defines specific to the light type.
  107676. * @param defines the list of defines
  107677. * @param lightIndex defines the index of the light for the effect
  107678. */
  107679. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107680. }
  107681. }
  107682. declare module BABYLON {
  107683. /**
  107684. * Class containing static functions to help procedurally build meshes
  107685. */
  107686. export class HemisphereBuilder {
  107687. /**
  107688. * Creates a hemisphere mesh
  107689. * @param name defines the name of the mesh
  107690. * @param options defines the options used to create the mesh
  107691. * @param scene defines the hosting scene
  107692. * @returns the hemisphere mesh
  107693. */
  107694. static CreateHemisphere(name: string, options: {
  107695. segments?: number;
  107696. diameter?: number;
  107697. sideOrientation?: number;
  107698. }, scene: any): Mesh;
  107699. }
  107700. }
  107701. declare module BABYLON {
  107702. /**
  107703. * A spot light is defined by a position, a direction, an angle, and an exponent.
  107704. * These values define a cone of light starting from the position, emitting toward the direction.
  107705. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  107706. * and the exponent defines the speed of the decay of the light with distance (reach).
  107707. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107708. */
  107709. export class SpotLight extends ShadowLight {
  107710. private _angle;
  107711. private _innerAngle;
  107712. private _cosHalfAngle;
  107713. private _lightAngleScale;
  107714. private _lightAngleOffset;
  107715. /**
  107716. * Gets the cone angle of the spot light in Radians.
  107717. */
  107718. /**
  107719. * Sets the cone angle of the spot light in Radians.
  107720. */
  107721. angle: number;
  107722. /**
  107723. * Only used in gltf falloff mode, this defines the angle where
  107724. * the directional falloff will start before cutting at angle which could be seen
  107725. * as outer angle.
  107726. */
  107727. /**
  107728. * Only used in gltf falloff mode, this defines the angle where
  107729. * the directional falloff will start before cutting at angle which could be seen
  107730. * as outer angle.
  107731. */
  107732. innerAngle: number;
  107733. private _shadowAngleScale;
  107734. /**
  107735. * Allows scaling the angle of the light for shadow generation only.
  107736. */
  107737. /**
  107738. * Allows scaling the angle of the light for shadow generation only.
  107739. */
  107740. shadowAngleScale: number;
  107741. /**
  107742. * The light decay speed with the distance from the emission spot.
  107743. */
  107744. exponent: number;
  107745. private _projectionTextureMatrix;
  107746. /**
  107747. * Allows reading the projecton texture
  107748. */
  107749. readonly projectionTextureMatrix: Matrix;
  107750. protected _projectionTextureLightNear: number;
  107751. /**
  107752. * Gets the near clip of the Spotlight for texture projection.
  107753. */
  107754. /**
  107755. * Sets the near clip of the Spotlight for texture projection.
  107756. */
  107757. projectionTextureLightNear: number;
  107758. protected _projectionTextureLightFar: number;
  107759. /**
  107760. * Gets the far clip of the Spotlight for texture projection.
  107761. */
  107762. /**
  107763. * Sets the far clip of the Spotlight for texture projection.
  107764. */
  107765. projectionTextureLightFar: number;
  107766. protected _projectionTextureUpDirection: Vector3;
  107767. /**
  107768. * Gets the Up vector of the Spotlight for texture projection.
  107769. */
  107770. /**
  107771. * Sets the Up vector of the Spotlight for texture projection.
  107772. */
  107773. projectionTextureUpDirection: Vector3;
  107774. private _projectionTexture;
  107775. /**
  107776. * Gets the projection texture of the light.
  107777. */
  107778. /**
  107779. * Sets the projection texture of the light.
  107780. */
  107781. projectionTexture: Nullable<BaseTexture>;
  107782. private _projectionTextureViewLightDirty;
  107783. private _projectionTextureProjectionLightDirty;
  107784. private _projectionTextureDirty;
  107785. private _projectionTextureViewTargetVector;
  107786. private _projectionTextureViewLightMatrix;
  107787. private _projectionTextureProjectionLightMatrix;
  107788. private _projectionTextureScalingMatrix;
  107789. /**
  107790. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  107791. * It can cast shadows.
  107792. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107793. * @param name The light friendly name
  107794. * @param position The position of the spot light in the scene
  107795. * @param direction The direction of the light in the scene
  107796. * @param angle The cone angle of the light in Radians
  107797. * @param exponent The light decay speed with the distance from the emission spot
  107798. * @param scene The scene the lights belongs to
  107799. */
  107800. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  107801. /**
  107802. * Returns the string "SpotLight".
  107803. * @returns the class name
  107804. */
  107805. getClassName(): string;
  107806. /**
  107807. * Returns the integer 2.
  107808. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107809. */
  107810. getTypeID(): number;
  107811. /**
  107812. * Overrides the direction setter to recompute the projection texture view light Matrix.
  107813. */
  107814. protected _setDirection(value: Vector3): void;
  107815. /**
  107816. * Overrides the position setter to recompute the projection texture view light Matrix.
  107817. */
  107818. protected _setPosition(value: Vector3): void;
  107819. /**
  107820. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  107821. * Returns the SpotLight.
  107822. */
  107823. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107824. protected _computeProjectionTextureViewLightMatrix(): void;
  107825. protected _computeProjectionTextureProjectionLightMatrix(): void;
  107826. /**
  107827. * Main function for light texture projection matrix computing.
  107828. */
  107829. protected _computeProjectionTextureMatrix(): void;
  107830. protected _buildUniformLayout(): void;
  107831. private _computeAngleValues;
  107832. /**
  107833. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  107834. * @param effect The effect to update
  107835. * @param lightIndex The index of the light in the effect to update
  107836. * @returns The spot light
  107837. */
  107838. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  107839. /**
  107840. * Disposes the light and the associated resources.
  107841. */
  107842. dispose(): void;
  107843. /**
  107844. * Prepares the list of defines specific to the light type.
  107845. * @param defines the list of defines
  107846. * @param lightIndex defines the index of the light for the effect
  107847. */
  107848. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107849. }
  107850. }
  107851. declare module BABYLON {
  107852. /**
  107853. * Gizmo that enables viewing a light
  107854. */
  107855. export class LightGizmo extends Gizmo {
  107856. private _lightMesh;
  107857. private _material;
  107858. private cachedPosition;
  107859. private cachedForward;
  107860. /**
  107861. * Creates a LightGizmo
  107862. * @param gizmoLayer The utility layer the gizmo will be added to
  107863. */
  107864. constructor(gizmoLayer?: UtilityLayerRenderer);
  107865. private _light;
  107866. /**
  107867. * The light that the gizmo is attached to
  107868. */
  107869. light: Nullable<Light>;
  107870. /**
  107871. * @hidden
  107872. * Updates the gizmo to match the attached mesh's position/rotation
  107873. */
  107874. protected _update(): void;
  107875. private static _Scale;
  107876. /**
  107877. * Creates the lines for a light mesh
  107878. */
  107879. private static _createLightLines;
  107880. /**
  107881. * Disposes of the light gizmo
  107882. */
  107883. dispose(): void;
  107884. private static _CreateHemisphericLightMesh;
  107885. private static _CreatePointLightMesh;
  107886. private static _CreateSpotLightMesh;
  107887. private static _CreateDirectionalLightMesh;
  107888. }
  107889. }
  107890. declare module BABYLON {
  107891. /** @hidden */
  107892. export var backgroundFragmentDeclaration: {
  107893. name: string;
  107894. shader: string;
  107895. };
  107896. }
  107897. declare module BABYLON {
  107898. /** @hidden */
  107899. export var backgroundUboDeclaration: {
  107900. name: string;
  107901. shader: string;
  107902. };
  107903. }
  107904. declare module BABYLON {
  107905. /** @hidden */
  107906. export var backgroundPixelShader: {
  107907. name: string;
  107908. shader: string;
  107909. };
  107910. }
  107911. declare module BABYLON {
  107912. /** @hidden */
  107913. export var backgroundVertexDeclaration: {
  107914. name: string;
  107915. shader: string;
  107916. };
  107917. }
  107918. declare module BABYLON {
  107919. /** @hidden */
  107920. export var backgroundVertexShader: {
  107921. name: string;
  107922. shader: string;
  107923. };
  107924. }
  107925. declare module BABYLON {
  107926. /**
  107927. * Background material used to create an efficient environement around your scene.
  107928. */
  107929. export class BackgroundMaterial extends PushMaterial {
  107930. /**
  107931. * Standard reflectance value at parallel view angle.
  107932. */
  107933. static StandardReflectance0: number;
  107934. /**
  107935. * Standard reflectance value at grazing angle.
  107936. */
  107937. static StandardReflectance90: number;
  107938. protected _primaryColor: Color3;
  107939. /**
  107940. * Key light Color (multiply against the environement texture)
  107941. */
  107942. primaryColor: Color3;
  107943. protected __perceptualColor: Nullable<Color3>;
  107944. /**
  107945. * Experimental Internal Use Only.
  107946. *
  107947. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  107948. * This acts as a helper to set the primary color to a more "human friendly" value.
  107949. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  107950. * output color as close as possible from the chosen value.
  107951. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  107952. * part of lighting setup.)
  107953. */
  107954. _perceptualColor: Nullable<Color3>;
  107955. protected _primaryColorShadowLevel: float;
  107956. /**
  107957. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  107958. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  107959. */
  107960. primaryColorShadowLevel: float;
  107961. protected _primaryColorHighlightLevel: float;
  107962. /**
  107963. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  107964. * The primary color is used at the level chosen to define what the white area would look.
  107965. */
  107966. primaryColorHighlightLevel: float;
  107967. protected _reflectionTexture: Nullable<BaseTexture>;
  107968. /**
  107969. * Reflection Texture used in the material.
  107970. * Should be author in a specific way for the best result (refer to the documentation).
  107971. */
  107972. reflectionTexture: Nullable<BaseTexture>;
  107973. protected _reflectionBlur: float;
  107974. /**
  107975. * Reflection Texture level of blur.
  107976. *
  107977. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  107978. * texture twice.
  107979. */
  107980. reflectionBlur: float;
  107981. protected _diffuseTexture: Nullable<BaseTexture>;
  107982. /**
  107983. * Diffuse Texture used in the material.
  107984. * Should be author in a specific way for the best result (refer to the documentation).
  107985. */
  107986. diffuseTexture: Nullable<BaseTexture>;
  107987. protected _shadowLights: Nullable<IShadowLight[]>;
  107988. /**
  107989. * Specify the list of lights casting shadow on the material.
  107990. * All scene shadow lights will be included if null.
  107991. */
  107992. shadowLights: Nullable<IShadowLight[]>;
  107993. protected _shadowLevel: float;
  107994. /**
  107995. * Helps adjusting the shadow to a softer level if required.
  107996. * 0 means black shadows and 1 means no shadows.
  107997. */
  107998. shadowLevel: float;
  107999. protected _sceneCenter: Vector3;
  108000. /**
  108001. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108002. * It is usually zero but might be interesting to modify according to your setup.
  108003. */
  108004. sceneCenter: Vector3;
  108005. protected _opacityFresnel: boolean;
  108006. /**
  108007. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108008. * This helps ensuring a nice transition when the camera goes under the ground.
  108009. */
  108010. opacityFresnel: boolean;
  108011. protected _reflectionFresnel: boolean;
  108012. /**
  108013. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108014. * This helps adding a mirror texture on the ground.
  108015. */
  108016. reflectionFresnel: boolean;
  108017. protected _reflectionFalloffDistance: number;
  108018. /**
  108019. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108020. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108021. */
  108022. reflectionFalloffDistance: number;
  108023. protected _reflectionAmount: number;
  108024. /**
  108025. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108026. */
  108027. reflectionAmount: number;
  108028. protected _reflectionReflectance0: number;
  108029. /**
  108030. * This specifies the weight of the reflection at grazing angle.
  108031. */
  108032. reflectionReflectance0: number;
  108033. protected _reflectionReflectance90: number;
  108034. /**
  108035. * This specifies the weight of the reflection at a perpendicular point of view.
  108036. */
  108037. reflectionReflectance90: number;
  108038. /**
  108039. * Sets the reflection reflectance fresnel values according to the default standard
  108040. * empirically know to work well :-)
  108041. */
  108042. reflectionStandardFresnelWeight: number;
  108043. protected _useRGBColor: boolean;
  108044. /**
  108045. * Helps to directly use the maps channels instead of their level.
  108046. */
  108047. useRGBColor: boolean;
  108048. protected _enableNoise: boolean;
  108049. /**
  108050. * This helps reducing the banding effect that could occur on the background.
  108051. */
  108052. enableNoise: boolean;
  108053. /**
  108054. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108055. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108056. * Recommended to be keep at 1.0 except for special cases.
  108057. */
  108058. fovMultiplier: number;
  108059. private _fovMultiplier;
  108060. /**
  108061. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108062. */
  108063. useEquirectangularFOV: boolean;
  108064. private _maxSimultaneousLights;
  108065. /**
  108066. * Number of Simultaneous lights allowed on the material.
  108067. */
  108068. maxSimultaneousLights: int;
  108069. /**
  108070. * Default configuration related to image processing available in the Background Material.
  108071. */
  108072. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108073. /**
  108074. * Keep track of the image processing observer to allow dispose and replace.
  108075. */
  108076. private _imageProcessingObserver;
  108077. /**
  108078. * Attaches a new image processing configuration to the PBR Material.
  108079. * @param configuration (if null the scene configuration will be use)
  108080. */
  108081. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108082. /**
  108083. * Gets the image processing configuration used either in this material.
  108084. */
  108085. /**
  108086. * Sets the Default image processing configuration used either in the this material.
  108087. *
  108088. * If sets to null, the scene one is in use.
  108089. */
  108090. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108091. /**
  108092. * Gets wether the color curves effect is enabled.
  108093. */
  108094. /**
  108095. * Sets wether the color curves effect is enabled.
  108096. */
  108097. cameraColorCurvesEnabled: boolean;
  108098. /**
  108099. * Gets wether the color grading effect is enabled.
  108100. */
  108101. /**
  108102. * Gets wether the color grading effect is enabled.
  108103. */
  108104. cameraColorGradingEnabled: boolean;
  108105. /**
  108106. * Gets wether tonemapping is enabled or not.
  108107. */
  108108. /**
  108109. * Sets wether tonemapping is enabled or not
  108110. */
  108111. cameraToneMappingEnabled: boolean;
  108112. /**
  108113. * The camera exposure used on this material.
  108114. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108115. * This corresponds to a photographic exposure.
  108116. */
  108117. /**
  108118. * The camera exposure used on this material.
  108119. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108120. * This corresponds to a photographic exposure.
  108121. */
  108122. cameraExposure: float;
  108123. /**
  108124. * Gets The camera contrast used on this material.
  108125. */
  108126. /**
  108127. * Sets The camera contrast used on this material.
  108128. */
  108129. cameraContrast: float;
  108130. /**
  108131. * Gets the Color Grading 2D Lookup Texture.
  108132. */
  108133. /**
  108134. * Sets the Color Grading 2D Lookup Texture.
  108135. */
  108136. cameraColorGradingTexture: Nullable<BaseTexture>;
  108137. /**
  108138. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108139. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108140. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108141. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108142. */
  108143. /**
  108144. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108145. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108146. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  108147. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108148. */
  108149. cameraColorCurves: Nullable<ColorCurves>;
  108150. /**
  108151. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108152. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108153. */
  108154. switchToBGR: boolean;
  108155. private _renderTargets;
  108156. private _reflectionControls;
  108157. private _white;
  108158. private _primaryShadowColor;
  108159. private _primaryHighlightColor;
  108160. /**
  108161. * Instantiates a Background Material in the given scene
  108162. * @param name The friendly name of the material
  108163. * @param scene The scene to add the material to
  108164. */
  108165. constructor(name: string, scene: Scene);
  108166. /**
  108167. * Gets a boolean indicating that current material needs to register RTT
  108168. */
  108169. readonly hasRenderTargetTextures: boolean;
  108170. /**
  108171. * The entire material has been created in order to prevent overdraw.
  108172. * @returns false
  108173. */
  108174. needAlphaTesting(): boolean;
  108175. /**
  108176. * The entire material has been created in order to prevent overdraw.
  108177. * @returns true if blending is enable
  108178. */
  108179. needAlphaBlending(): boolean;
  108180. /**
  108181. * Checks wether the material is ready to be rendered for a given mesh.
  108182. * @param mesh The mesh to render
  108183. * @param subMesh The submesh to check against
  108184. * @param useInstances Specify wether or not the material is used with instances
  108185. * @returns true if all the dependencies are ready (Textures, Effects...)
  108186. */
  108187. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108188. /**
  108189. * Compute the primary color according to the chosen perceptual color.
  108190. */
  108191. private _computePrimaryColorFromPerceptualColor;
  108192. /**
  108193. * Compute the highlights and shadow colors according to their chosen levels.
  108194. */
  108195. private _computePrimaryColors;
  108196. /**
  108197. * Build the uniform buffer used in the material.
  108198. */
  108199. buildUniformLayout(): void;
  108200. /**
  108201. * Unbind the material.
  108202. */
  108203. unbind(): void;
  108204. /**
  108205. * Bind only the world matrix to the material.
  108206. * @param world The world matrix to bind.
  108207. */
  108208. bindOnlyWorldMatrix(world: Matrix): void;
  108209. /**
  108210. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108211. * @param world The world matrix to bind.
  108212. * @param subMesh The submesh to bind for.
  108213. */
  108214. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108215. /**
  108216. * Dispose the material.
  108217. * @param forceDisposeEffect Force disposal of the associated effect.
  108218. * @param forceDisposeTextures Force disposal of the associated textures.
  108219. */
  108220. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108221. /**
  108222. * Clones the material.
  108223. * @param name The cloned name.
  108224. * @returns The cloned material.
  108225. */
  108226. clone(name: string): BackgroundMaterial;
  108227. /**
  108228. * Serializes the current material to its JSON representation.
  108229. * @returns The JSON representation.
  108230. */
  108231. serialize(): any;
  108232. /**
  108233. * Gets the class name of the material
  108234. * @returns "BackgroundMaterial"
  108235. */
  108236. getClassName(): string;
  108237. /**
  108238. * Parse a JSON input to create back a background material.
  108239. * @param source The JSON data to parse
  108240. * @param scene The scene to create the parsed material in
  108241. * @param rootUrl The root url of the assets the material depends upon
  108242. * @returns the instantiated BackgroundMaterial.
  108243. */
  108244. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108245. }
  108246. }
  108247. declare module BABYLON {
  108248. /**
  108249. * Represents the different options available during the creation of
  108250. * a Environment helper.
  108251. *
  108252. * This can control the default ground, skybox and image processing setup of your scene.
  108253. */
  108254. export interface IEnvironmentHelperOptions {
  108255. /**
  108256. * Specifies wether or not to create a ground.
  108257. * True by default.
  108258. */
  108259. createGround: boolean;
  108260. /**
  108261. * Specifies the ground size.
  108262. * 15 by default.
  108263. */
  108264. groundSize: number;
  108265. /**
  108266. * The texture used on the ground for the main color.
  108267. * Comes from the BabylonJS CDN by default.
  108268. *
  108269. * Remarks: Can be either a texture or a url.
  108270. */
  108271. groundTexture: string | BaseTexture;
  108272. /**
  108273. * The color mixed in the ground texture by default.
  108274. * BabylonJS clearColor by default.
  108275. */
  108276. groundColor: Color3;
  108277. /**
  108278. * Specifies the ground opacity.
  108279. * 1 by default.
  108280. */
  108281. groundOpacity: number;
  108282. /**
  108283. * Enables the ground to receive shadows.
  108284. * True by default.
  108285. */
  108286. enableGroundShadow: boolean;
  108287. /**
  108288. * Helps preventing the shadow to be fully black on the ground.
  108289. * 0.5 by default.
  108290. */
  108291. groundShadowLevel: number;
  108292. /**
  108293. * Creates a mirror texture attach to the ground.
  108294. * false by default.
  108295. */
  108296. enableGroundMirror: boolean;
  108297. /**
  108298. * Specifies the ground mirror size ratio.
  108299. * 0.3 by default as the default kernel is 64.
  108300. */
  108301. groundMirrorSizeRatio: number;
  108302. /**
  108303. * Specifies the ground mirror blur kernel size.
  108304. * 64 by default.
  108305. */
  108306. groundMirrorBlurKernel: number;
  108307. /**
  108308. * Specifies the ground mirror visibility amount.
  108309. * 1 by default
  108310. */
  108311. groundMirrorAmount: number;
  108312. /**
  108313. * Specifies the ground mirror reflectance weight.
  108314. * This uses the standard weight of the background material to setup the fresnel effect
  108315. * of the mirror.
  108316. * 1 by default.
  108317. */
  108318. groundMirrorFresnelWeight: number;
  108319. /**
  108320. * Specifies the ground mirror Falloff distance.
  108321. * This can helps reducing the size of the reflection.
  108322. * 0 by Default.
  108323. */
  108324. groundMirrorFallOffDistance: number;
  108325. /**
  108326. * Specifies the ground mirror texture type.
  108327. * Unsigned Int by Default.
  108328. */
  108329. groundMirrorTextureType: number;
  108330. /**
  108331. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108332. * the shown objects.
  108333. */
  108334. groundYBias: number;
  108335. /**
  108336. * Specifies wether or not to create a skybox.
  108337. * True by default.
  108338. */
  108339. createSkybox: boolean;
  108340. /**
  108341. * Specifies the skybox size.
  108342. * 20 by default.
  108343. */
  108344. skyboxSize: number;
  108345. /**
  108346. * The texture used on the skybox for the main color.
  108347. * Comes from the BabylonJS CDN by default.
  108348. *
  108349. * Remarks: Can be either a texture or a url.
  108350. */
  108351. skyboxTexture: string | BaseTexture;
  108352. /**
  108353. * The color mixed in the skybox texture by default.
  108354. * BabylonJS clearColor by default.
  108355. */
  108356. skyboxColor: Color3;
  108357. /**
  108358. * The background rotation around the Y axis of the scene.
  108359. * This helps aligning the key lights of your scene with the background.
  108360. * 0 by default.
  108361. */
  108362. backgroundYRotation: number;
  108363. /**
  108364. * Compute automatically the size of the elements to best fit with the scene.
  108365. */
  108366. sizeAuto: boolean;
  108367. /**
  108368. * Default position of the rootMesh if autoSize is not true.
  108369. */
  108370. rootPosition: Vector3;
  108371. /**
  108372. * Sets up the image processing in the scene.
  108373. * true by default.
  108374. */
  108375. setupImageProcessing: boolean;
  108376. /**
  108377. * The texture used as your environment texture in the scene.
  108378. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108379. *
  108380. * Remarks: Can be either a texture or a url.
  108381. */
  108382. environmentTexture: string | BaseTexture;
  108383. /**
  108384. * The value of the exposure to apply to the scene.
  108385. * 0.6 by default if setupImageProcessing is true.
  108386. */
  108387. cameraExposure: number;
  108388. /**
  108389. * The value of the contrast to apply to the scene.
  108390. * 1.6 by default if setupImageProcessing is true.
  108391. */
  108392. cameraContrast: number;
  108393. /**
  108394. * Specifies wether or not tonemapping should be enabled in the scene.
  108395. * true by default if setupImageProcessing is true.
  108396. */
  108397. toneMappingEnabled: boolean;
  108398. }
  108399. /**
  108400. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108401. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108402. * It also helps with the default setup of your imageProcessing configuration.
  108403. */
  108404. export class EnvironmentHelper {
  108405. /**
  108406. * Default ground texture URL.
  108407. */
  108408. private static _groundTextureCDNUrl;
  108409. /**
  108410. * Default skybox texture URL.
  108411. */
  108412. private static _skyboxTextureCDNUrl;
  108413. /**
  108414. * Default environment texture URL.
  108415. */
  108416. private static _environmentTextureCDNUrl;
  108417. /**
  108418. * Creates the default options for the helper.
  108419. */
  108420. private static _getDefaultOptions;
  108421. private _rootMesh;
  108422. /**
  108423. * Gets the root mesh created by the helper.
  108424. */
  108425. readonly rootMesh: Mesh;
  108426. private _skybox;
  108427. /**
  108428. * Gets the skybox created by the helper.
  108429. */
  108430. readonly skybox: Nullable<Mesh>;
  108431. private _skyboxTexture;
  108432. /**
  108433. * Gets the skybox texture created by the helper.
  108434. */
  108435. readonly skyboxTexture: Nullable<BaseTexture>;
  108436. private _skyboxMaterial;
  108437. /**
  108438. * Gets the skybox material created by the helper.
  108439. */
  108440. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108441. private _ground;
  108442. /**
  108443. * Gets the ground mesh created by the helper.
  108444. */
  108445. readonly ground: Nullable<Mesh>;
  108446. private _groundTexture;
  108447. /**
  108448. * Gets the ground texture created by the helper.
  108449. */
  108450. readonly groundTexture: Nullable<BaseTexture>;
  108451. private _groundMirror;
  108452. /**
  108453. * Gets the ground mirror created by the helper.
  108454. */
  108455. readonly groundMirror: Nullable<MirrorTexture>;
  108456. /**
  108457. * Gets the ground mirror render list to helps pushing the meshes
  108458. * you wish in the ground reflection.
  108459. */
  108460. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108461. private _groundMaterial;
  108462. /**
  108463. * Gets the ground material created by the helper.
  108464. */
  108465. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108466. /**
  108467. * Stores the creation options.
  108468. */
  108469. private readonly _scene;
  108470. private _options;
  108471. /**
  108472. * This observable will be notified with any error during the creation of the environment,
  108473. * mainly texture creation errors.
  108474. */
  108475. onErrorObservable: Observable<{
  108476. message?: string;
  108477. exception?: any;
  108478. }>;
  108479. /**
  108480. * constructor
  108481. * @param options Defines the options we want to customize the helper
  108482. * @param scene The scene to add the material to
  108483. */
  108484. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108485. /**
  108486. * Updates the background according to the new options
  108487. * @param options
  108488. */
  108489. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108490. /**
  108491. * Sets the primary color of all the available elements.
  108492. * @param color the main color to affect to the ground and the background
  108493. */
  108494. setMainColor(color: Color3): void;
  108495. /**
  108496. * Setup the image processing according to the specified options.
  108497. */
  108498. private _setupImageProcessing;
  108499. /**
  108500. * Setup the environment texture according to the specified options.
  108501. */
  108502. private _setupEnvironmentTexture;
  108503. /**
  108504. * Setup the background according to the specified options.
  108505. */
  108506. private _setupBackground;
  108507. /**
  108508. * Get the scene sizes according to the setup.
  108509. */
  108510. private _getSceneSize;
  108511. /**
  108512. * Setup the ground according to the specified options.
  108513. */
  108514. private _setupGround;
  108515. /**
  108516. * Setup the ground material according to the specified options.
  108517. */
  108518. private _setupGroundMaterial;
  108519. /**
  108520. * Setup the ground diffuse texture according to the specified options.
  108521. */
  108522. private _setupGroundDiffuseTexture;
  108523. /**
  108524. * Setup the ground mirror texture according to the specified options.
  108525. */
  108526. private _setupGroundMirrorTexture;
  108527. /**
  108528. * Setup the ground to receive the mirror texture.
  108529. */
  108530. private _setupMirrorInGroundMaterial;
  108531. /**
  108532. * Setup the skybox according to the specified options.
  108533. */
  108534. private _setupSkybox;
  108535. /**
  108536. * Setup the skybox material according to the specified options.
  108537. */
  108538. private _setupSkyboxMaterial;
  108539. /**
  108540. * Setup the skybox reflection texture according to the specified options.
  108541. */
  108542. private _setupSkyboxReflectionTexture;
  108543. private _errorHandler;
  108544. /**
  108545. * Dispose all the elements created by the Helper.
  108546. */
  108547. dispose(): void;
  108548. }
  108549. }
  108550. declare module BABYLON {
  108551. /**
  108552. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108553. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108554. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108555. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108556. */
  108557. export class PhotoDome extends TransformNode {
  108558. /**
  108559. * Define the image as a Monoscopic panoramic 360 image.
  108560. */
  108561. static readonly MODE_MONOSCOPIC: number;
  108562. /**
  108563. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108564. */
  108565. static readonly MODE_TOPBOTTOM: number;
  108566. /**
  108567. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108568. */
  108569. static readonly MODE_SIDEBYSIDE: number;
  108570. private _useDirectMapping;
  108571. /**
  108572. * The texture being displayed on the sphere
  108573. */
  108574. protected _photoTexture: Texture;
  108575. /**
  108576. * Gets or sets the texture being displayed on the sphere
  108577. */
  108578. photoTexture: Texture;
  108579. /**
  108580. * Observable raised when an error occured while loading the 360 image
  108581. */
  108582. onLoadErrorObservable: Observable<string>;
  108583. /**
  108584. * The skybox material
  108585. */
  108586. protected _material: BackgroundMaterial;
  108587. /**
  108588. * The surface used for the skybox
  108589. */
  108590. protected _mesh: Mesh;
  108591. /**
  108592. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108593. * Also see the options.resolution property.
  108594. */
  108595. fovMultiplier: number;
  108596. private _imageMode;
  108597. /**
  108598. * Gets or set the current video mode for the video. It can be:
  108599. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108600. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108601. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108602. */
  108603. imageMode: number;
  108604. /**
  108605. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108606. * @param name Element's name, child elements will append suffixes for their own names.
  108607. * @param urlsOfPhoto defines the url of the photo to display
  108608. * @param options defines an object containing optional or exposed sub element properties
  108609. * @param onError defines a callback called when an error occured while loading the texture
  108610. */
  108611. constructor(name: string, urlOfPhoto: string, options: {
  108612. resolution?: number;
  108613. size?: number;
  108614. useDirectMapping?: boolean;
  108615. faceForward?: boolean;
  108616. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108617. private _onBeforeCameraRenderObserver;
  108618. private _changeImageMode;
  108619. /**
  108620. * Releases resources associated with this node.
  108621. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108622. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108623. */
  108624. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108625. }
  108626. }
  108627. declare module BABYLON {
  108628. /** @hidden */
  108629. export var rgbdDecodePixelShader: {
  108630. name: string;
  108631. shader: string;
  108632. };
  108633. }
  108634. declare module BABYLON {
  108635. /**
  108636. * Class used to host texture specific utilities
  108637. */
  108638. export class BRDFTextureTools {
  108639. /**
  108640. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108641. * @param texture the texture to expand.
  108642. */
  108643. private static _ExpandDefaultBRDFTexture;
  108644. /**
  108645. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108646. * @param scene defines the hosting scene
  108647. * @returns the environment BRDF texture
  108648. */
  108649. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108650. private static _environmentBRDFBase64Texture;
  108651. }
  108652. }
  108653. declare module BABYLON {
  108654. /**
  108655. * @hidden
  108656. */
  108657. export interface IMaterialClearCoatDefines {
  108658. CLEARCOAT: boolean;
  108659. CLEARCOAT_DEFAULTIOR: boolean;
  108660. CLEARCOAT_TEXTURE: boolean;
  108661. CLEARCOAT_TEXTUREDIRECTUV: number;
  108662. CLEARCOAT_BUMP: boolean;
  108663. CLEARCOAT_BUMPDIRECTUV: number;
  108664. CLEARCOAT_TINT: boolean;
  108665. CLEARCOAT_TINT_TEXTURE: boolean;
  108666. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108667. /** @hidden */
  108668. _areTexturesDirty: boolean;
  108669. }
  108670. /**
  108671. * Define the code related to the clear coat parameters of the pbr material.
  108672. */
  108673. export class PBRClearCoatConfiguration {
  108674. /**
  108675. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108676. * The default fits with a polyurethane material.
  108677. */
  108678. private static readonly _DefaultIndexOfRefraction;
  108679. private _isEnabled;
  108680. /**
  108681. * Defines if the clear coat is enabled in the material.
  108682. */
  108683. isEnabled: boolean;
  108684. /**
  108685. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108686. */
  108687. intensity: number;
  108688. /**
  108689. * Defines the clear coat layer roughness.
  108690. */
  108691. roughness: number;
  108692. private _indexOfRefraction;
  108693. /**
  108694. * Defines the index of refraction of the clear coat.
  108695. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108696. * The default fits with a polyurethane material.
  108697. * Changing the default value is more performance intensive.
  108698. */
  108699. indexOfRefraction: number;
  108700. private _texture;
  108701. /**
  108702. * Stores the clear coat values in a texture.
  108703. */
  108704. texture: Nullable<BaseTexture>;
  108705. private _bumpTexture;
  108706. /**
  108707. * Define the clear coat specific bump texture.
  108708. */
  108709. bumpTexture: Nullable<BaseTexture>;
  108710. private _isTintEnabled;
  108711. /**
  108712. * Defines if the clear coat tint is enabled in the material.
  108713. */
  108714. isTintEnabled: boolean;
  108715. /**
  108716. * Defines the clear coat tint of the material.
  108717. * This is only use if tint is enabled
  108718. */
  108719. tintColor: Color3;
  108720. /**
  108721. * Defines the distance at which the tint color should be found in the
  108722. * clear coat media.
  108723. * This is only use if tint is enabled
  108724. */
  108725. tintColorAtDistance: number;
  108726. /**
  108727. * Defines the clear coat layer thickness.
  108728. * This is only use if tint is enabled
  108729. */
  108730. tintThickness: number;
  108731. private _tintTexture;
  108732. /**
  108733. * Stores the clear tint values in a texture.
  108734. * rgb is tint
  108735. * a is a thickness factor
  108736. */
  108737. tintTexture: Nullable<BaseTexture>;
  108738. /** @hidden */
  108739. private _internalMarkAllSubMeshesAsTexturesDirty;
  108740. /** @hidden */
  108741. _markAllSubMeshesAsTexturesDirty(): void;
  108742. /**
  108743. * Instantiate a new istance of clear coat configuration.
  108744. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108745. */
  108746. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108747. /**
  108748. * Gets wehter the submesh is ready to be used or not.
  108749. * @param defines the list of "defines" to update.
  108750. * @param scene defines the scene the material belongs to.
  108751. * @param engine defines the engine the material belongs to.
  108752. * @param disableBumpMap defines wether the material disables bump or not.
  108753. * @returns - boolean indicating that the submesh is ready or not.
  108754. */
  108755. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  108756. /**
  108757. * Checks to see if a texture is used in the material.
  108758. * @param defines the list of "defines" to update.
  108759. * @param scene defines the scene to the material belongs to.
  108760. */
  108761. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  108762. /**
  108763. * Binds the material data.
  108764. * @param uniformBuffer defines the Uniform buffer to fill in.
  108765. * @param scene defines the scene the material belongs to.
  108766. * @param engine defines the engine the material belongs to.
  108767. * @param disableBumpMap defines wether the material disables bump or not.
  108768. * @param isFrozen defines wether the material is frozen or not.
  108769. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  108770. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  108771. */
  108772. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  108773. /**
  108774. * Checks to see if a texture is used in the material.
  108775. * @param texture - Base texture to use.
  108776. * @returns - Boolean specifying if a texture is used in the material.
  108777. */
  108778. hasTexture(texture: BaseTexture): boolean;
  108779. /**
  108780. * Returns an array of the actively used textures.
  108781. * @param activeTextures Array of BaseTextures
  108782. */
  108783. getActiveTextures(activeTextures: BaseTexture[]): void;
  108784. /**
  108785. * Returns the animatable textures.
  108786. * @param animatables Array of animatable textures.
  108787. */
  108788. getAnimatables(animatables: IAnimatable[]): void;
  108789. /**
  108790. * Disposes the resources of the material.
  108791. * @param forceDisposeTextures - Forces the disposal of all textures.
  108792. */
  108793. dispose(forceDisposeTextures?: boolean): void;
  108794. /**
  108795. * Get the current class name of the texture useful for serialization or dynamic coding.
  108796. * @returns "PBRClearCoatConfiguration"
  108797. */
  108798. getClassName(): string;
  108799. /**
  108800. * Add fallbacks to the effect fallbacks list.
  108801. * @param defines defines the Base texture to use.
  108802. * @param fallbacks defines the current fallback list.
  108803. * @param currentRank defines the current fallback rank.
  108804. * @returns the new fallback rank.
  108805. */
  108806. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108807. /**
  108808. * Add the required uniforms to the current list.
  108809. * @param uniforms defines the current uniform list.
  108810. */
  108811. static AddUniforms(uniforms: string[]): void;
  108812. /**
  108813. * Add the required samplers to the current list.
  108814. * @param samplers defines the current sampler list.
  108815. */
  108816. static AddSamplers(samplers: string[]): void;
  108817. /**
  108818. * Add the required uniforms to the current buffer.
  108819. * @param uniformBuffer defines the current uniform buffer.
  108820. */
  108821. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108822. /**
  108823. * Makes a duplicate of the current configuration into another one.
  108824. * @param clearCoatConfiguration define the config where to copy the info
  108825. */
  108826. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  108827. /**
  108828. * Serializes this clear coat configuration.
  108829. * @returns - An object with the serialized config.
  108830. */
  108831. serialize(): any;
  108832. /**
  108833. * Parses a anisotropy Configuration from a serialized object.
  108834. * @param source - Serialized object.
  108835. * @param scene Defines the scene we are parsing for
  108836. * @param rootUrl Defines the rootUrl to load from
  108837. */
  108838. parse(source: any, scene: Scene, rootUrl: string): void;
  108839. }
  108840. }
  108841. declare module BABYLON {
  108842. /**
  108843. * @hidden
  108844. */
  108845. export interface IMaterialAnisotropicDefines {
  108846. ANISOTROPIC: boolean;
  108847. ANISOTROPIC_TEXTURE: boolean;
  108848. ANISOTROPIC_TEXTUREDIRECTUV: number;
  108849. MAINUV1: boolean;
  108850. _areTexturesDirty: boolean;
  108851. _needUVs: boolean;
  108852. }
  108853. /**
  108854. * Define the code related to the anisotropic parameters of the pbr material.
  108855. */
  108856. export class PBRAnisotropicConfiguration {
  108857. private _isEnabled;
  108858. /**
  108859. * Defines if the anisotropy is enabled in the material.
  108860. */
  108861. isEnabled: boolean;
  108862. /**
  108863. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  108864. */
  108865. intensity: number;
  108866. /**
  108867. * Defines if the effect is along the tangents, bitangents or in between.
  108868. * By default, the effect is "strectching" the highlights along the tangents.
  108869. */
  108870. direction: Vector2;
  108871. private _texture;
  108872. /**
  108873. * Stores the anisotropy values in a texture.
  108874. * rg is direction (like normal from -1 to 1)
  108875. * b is a intensity
  108876. */
  108877. texture: Nullable<BaseTexture>;
  108878. /** @hidden */
  108879. private _internalMarkAllSubMeshesAsTexturesDirty;
  108880. /** @hidden */
  108881. _markAllSubMeshesAsTexturesDirty(): void;
  108882. /**
  108883. * Instantiate a new istance of anisotropy configuration.
  108884. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  108885. */
  108886. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  108887. /**
  108888. * Specifies that the submesh is ready to be used.
  108889. * @param defines the list of "defines" to update.
  108890. * @param scene defines the scene the material belongs to.
  108891. * @returns - boolean indicating that the submesh is ready or not.
  108892. */
  108893. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  108894. /**
  108895. * Checks to see if a texture is used in the material.
  108896. * @param defines the list of "defines" to update.
  108897. * @param mesh the mesh we are preparing the defines for.
  108898. * @param scene defines the scene the material belongs to.
  108899. */
  108900. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  108901. /**
  108902. * Binds the material data.
  108903. * @param uniformBuffer defines the Uniform buffer to fill in.
  108904. * @param scene defines the scene the material belongs to.
  108905. * @param isFrozen defines wether the material is frozen or not.
  108906. */
  108907. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  108908. /**
  108909. * Checks to see if a texture is used in the material.
  108910. * @param texture - Base texture to use.
  108911. * @returns - Boolean specifying if a texture is used in the material.
  108912. */
  108913. hasTexture(texture: BaseTexture): boolean;
  108914. /**
  108915. * Returns an array of the actively used textures.
  108916. * @param activeTextures Array of BaseTextures
  108917. */
  108918. getActiveTextures(activeTextures: BaseTexture[]): void;
  108919. /**
  108920. * Returns the animatable textures.
  108921. * @param animatables Array of animatable textures.
  108922. */
  108923. getAnimatables(animatables: IAnimatable[]): void;
  108924. /**
  108925. * Disposes the resources of the material.
  108926. * @param forceDisposeTextures - Forces the disposal of all textures.
  108927. */
  108928. dispose(forceDisposeTextures?: boolean): void;
  108929. /**
  108930. * Get the current class name of the texture useful for serialization or dynamic coding.
  108931. * @returns "PBRAnisotropicConfiguration"
  108932. */
  108933. getClassName(): string;
  108934. /**
  108935. * Add fallbacks to the effect fallbacks list.
  108936. * @param defines defines the Base texture to use.
  108937. * @param fallbacks defines the current fallback list.
  108938. * @param currentRank defines the current fallback rank.
  108939. * @returns the new fallback rank.
  108940. */
  108941. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  108942. /**
  108943. * Add the required uniforms to the current list.
  108944. * @param uniforms defines the current uniform list.
  108945. */
  108946. static AddUniforms(uniforms: string[]): void;
  108947. /**
  108948. * Add the required uniforms to the current buffer.
  108949. * @param uniformBuffer defines the current uniform buffer.
  108950. */
  108951. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  108952. /**
  108953. * Add the required samplers to the current list.
  108954. * @param samplers defines the current sampler list.
  108955. */
  108956. static AddSamplers(samplers: string[]): void;
  108957. /**
  108958. * Makes a duplicate of the current configuration into another one.
  108959. * @param anisotropicConfiguration define the config where to copy the info
  108960. */
  108961. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  108962. /**
  108963. * Serializes this anisotropy configuration.
  108964. * @returns - An object with the serialized config.
  108965. */
  108966. serialize(): any;
  108967. /**
  108968. * Parses a anisotropy Configuration from a serialized object.
  108969. * @param source - Serialized object.
  108970. * @param scene Defines the scene we are parsing for
  108971. * @param rootUrl Defines the rootUrl to load from
  108972. */
  108973. parse(source: any, scene: Scene, rootUrl: string): void;
  108974. }
  108975. }
  108976. declare module BABYLON {
  108977. /**
  108978. * @hidden
  108979. */
  108980. export interface IMaterialBRDFDefines {
  108981. BRDF_V_HEIGHT_CORRELATED: boolean;
  108982. MS_BRDF_ENERGY_CONSERVATION: boolean;
  108983. SPHERICAL_HARMONICS: boolean;
  108984. /** @hidden */
  108985. _areMiscDirty: boolean;
  108986. }
  108987. /**
  108988. * Define the code related to the BRDF parameters of the pbr material.
  108989. */
  108990. export class PBRBRDFConfiguration {
  108991. /**
  108992. * Default value used for the energy conservation.
  108993. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108994. */
  108995. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  108996. /**
  108997. * Default value used for the Smith Visibility Height Correlated mode.
  108998. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  108999. */
  109000. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109001. /**
  109002. * Default value used for the IBL diffuse part.
  109003. * This can help switching back to the polynomials mode globally which is a tiny bit
  109004. * less GPU intensive at the drawback of a lower quality.
  109005. */
  109006. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109007. private _useEnergyConservation;
  109008. /**
  109009. * Defines if the material uses energy conservation.
  109010. */
  109011. useEnergyConservation: boolean;
  109012. private _useSmithVisibilityHeightCorrelated;
  109013. /**
  109014. * LEGACY Mode set to false
  109015. * Defines if the material uses height smith correlated visibility term.
  109016. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109017. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109018. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109019. * Not relying on height correlated will also disable energy conservation.
  109020. */
  109021. useSmithVisibilityHeightCorrelated: boolean;
  109022. private _useSphericalHarmonics;
  109023. /**
  109024. * LEGACY Mode set to false
  109025. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109026. * diffuse part of the IBL.
  109027. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109028. * to the ground truth.
  109029. */
  109030. useSphericalHarmonics: boolean;
  109031. /** @hidden */
  109032. private _internalMarkAllSubMeshesAsMiscDirty;
  109033. /** @hidden */
  109034. _markAllSubMeshesAsMiscDirty(): void;
  109035. /**
  109036. * Instantiate a new istance of clear coat configuration.
  109037. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109038. */
  109039. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109040. /**
  109041. * Checks to see if a texture is used in the material.
  109042. * @param defines the list of "defines" to update.
  109043. */
  109044. prepareDefines(defines: IMaterialBRDFDefines): void;
  109045. /**
  109046. * Get the current class name of the texture useful for serialization or dynamic coding.
  109047. * @returns "PBRClearCoatConfiguration"
  109048. */
  109049. getClassName(): string;
  109050. /**
  109051. * Makes a duplicate of the current configuration into another one.
  109052. * @param brdfConfiguration define the config where to copy the info
  109053. */
  109054. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109055. /**
  109056. * Serializes this BRDF configuration.
  109057. * @returns - An object with the serialized config.
  109058. */
  109059. serialize(): any;
  109060. /**
  109061. * Parses a anisotropy Configuration from a serialized object.
  109062. * @param source - Serialized object.
  109063. * @param scene Defines the scene we are parsing for
  109064. * @param rootUrl Defines the rootUrl to load from
  109065. */
  109066. parse(source: any, scene: Scene, rootUrl: string): void;
  109067. }
  109068. }
  109069. declare module BABYLON {
  109070. /**
  109071. * @hidden
  109072. */
  109073. export interface IMaterialSheenDefines {
  109074. SHEEN: boolean;
  109075. SHEEN_TEXTURE: boolean;
  109076. SHEEN_TEXTUREDIRECTUV: number;
  109077. SHEEN_LINKWITHALBEDO: boolean;
  109078. /** @hidden */
  109079. _areTexturesDirty: boolean;
  109080. }
  109081. /**
  109082. * Define the code related to the Sheen parameters of the pbr material.
  109083. */
  109084. export class PBRSheenConfiguration {
  109085. private _isEnabled;
  109086. /**
  109087. * Defines if the material uses sheen.
  109088. */
  109089. isEnabled: boolean;
  109090. private _linkSheenWithAlbedo;
  109091. /**
  109092. * Defines if the sheen is linked to the sheen color.
  109093. */
  109094. linkSheenWithAlbedo: boolean;
  109095. /**
  109096. * Defines the sheen intensity.
  109097. */
  109098. intensity: number;
  109099. /**
  109100. * Defines the sheen color.
  109101. */
  109102. color: Color3;
  109103. private _texture;
  109104. /**
  109105. * Stores the sheen tint values in a texture.
  109106. * rgb is tint
  109107. * a is a intensity
  109108. */
  109109. texture: Nullable<BaseTexture>;
  109110. /** @hidden */
  109111. private _internalMarkAllSubMeshesAsTexturesDirty;
  109112. /** @hidden */
  109113. _markAllSubMeshesAsTexturesDirty(): void;
  109114. /**
  109115. * Instantiate a new istance of clear coat configuration.
  109116. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109117. */
  109118. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109119. /**
  109120. * Specifies that the submesh is ready to be used.
  109121. * @param defines the list of "defines" to update.
  109122. * @param scene defines the scene the material belongs to.
  109123. * @returns - boolean indicating that the submesh is ready or not.
  109124. */
  109125. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109126. /**
  109127. * Checks to see if a texture is used in the material.
  109128. * @param defines the list of "defines" to update.
  109129. * @param scene defines the scene the material belongs to.
  109130. */
  109131. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109132. /**
  109133. * Binds the material data.
  109134. * @param uniformBuffer defines the Uniform buffer to fill in.
  109135. * @param scene defines the scene the material belongs to.
  109136. * @param isFrozen defines wether the material is frozen or not.
  109137. */
  109138. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109139. /**
  109140. * Checks to see if a texture is used in the material.
  109141. * @param texture - Base texture to use.
  109142. * @returns - Boolean specifying if a texture is used in the material.
  109143. */
  109144. hasTexture(texture: BaseTexture): boolean;
  109145. /**
  109146. * Returns an array of the actively used textures.
  109147. * @param activeTextures Array of BaseTextures
  109148. */
  109149. getActiveTextures(activeTextures: BaseTexture[]): void;
  109150. /**
  109151. * Returns the animatable textures.
  109152. * @param animatables Array of animatable textures.
  109153. */
  109154. getAnimatables(animatables: IAnimatable[]): void;
  109155. /**
  109156. * Disposes the resources of the material.
  109157. * @param forceDisposeTextures - Forces the disposal of all textures.
  109158. */
  109159. dispose(forceDisposeTextures?: boolean): void;
  109160. /**
  109161. * Get the current class name of the texture useful for serialization or dynamic coding.
  109162. * @returns "PBRSheenConfiguration"
  109163. */
  109164. getClassName(): string;
  109165. /**
  109166. * Add fallbacks to the effect fallbacks list.
  109167. * @param defines defines the Base texture to use.
  109168. * @param fallbacks defines the current fallback list.
  109169. * @param currentRank defines the current fallback rank.
  109170. * @returns the new fallback rank.
  109171. */
  109172. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109173. /**
  109174. * Add the required uniforms to the current list.
  109175. * @param uniforms defines the current uniform list.
  109176. */
  109177. static AddUniforms(uniforms: string[]): void;
  109178. /**
  109179. * Add the required uniforms to the current buffer.
  109180. * @param uniformBuffer defines the current uniform buffer.
  109181. */
  109182. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109183. /**
  109184. * Add the required samplers to the current list.
  109185. * @param samplers defines the current sampler list.
  109186. */
  109187. static AddSamplers(samplers: string[]): void;
  109188. /**
  109189. * Makes a duplicate of the current configuration into another one.
  109190. * @param sheenConfiguration define the config where to copy the info
  109191. */
  109192. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109193. /**
  109194. * Serializes this BRDF configuration.
  109195. * @returns - An object with the serialized config.
  109196. */
  109197. serialize(): any;
  109198. /**
  109199. * Parses a anisotropy Configuration from a serialized object.
  109200. * @param source - Serialized object.
  109201. * @param scene Defines the scene we are parsing for
  109202. * @param rootUrl Defines the rootUrl to load from
  109203. */
  109204. parse(source: any, scene: Scene, rootUrl: string): void;
  109205. }
  109206. }
  109207. declare module BABYLON {
  109208. /**
  109209. * @hidden
  109210. */
  109211. export interface IMaterialSubSurfaceDefines {
  109212. SUBSURFACE: boolean;
  109213. SS_REFRACTION: boolean;
  109214. SS_TRANSLUCENCY: boolean;
  109215. SS_SCATERRING: boolean;
  109216. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109217. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109218. SS_REFRACTIONMAP_3D: boolean;
  109219. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109220. SS_LODINREFRACTIONALPHA: boolean;
  109221. SS_GAMMAREFRACTION: boolean;
  109222. SS_RGBDREFRACTION: boolean;
  109223. SS_LINEARSPECULARREFRACTION: boolean;
  109224. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109225. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109226. /** @hidden */
  109227. _areTexturesDirty: boolean;
  109228. }
  109229. /**
  109230. * Define the code related to the sub surface parameters of the pbr material.
  109231. */
  109232. export class PBRSubSurfaceConfiguration {
  109233. private _isRefractionEnabled;
  109234. /**
  109235. * Defines if the refraction is enabled in the material.
  109236. */
  109237. isRefractionEnabled: boolean;
  109238. private _isTranslucencyEnabled;
  109239. /**
  109240. * Defines if the translucency is enabled in the material.
  109241. */
  109242. isTranslucencyEnabled: boolean;
  109243. private _isScatteringEnabled;
  109244. /**
  109245. * Defines the refraction intensity of the material.
  109246. * The refraction when enabled replaces the Diffuse part of the material.
  109247. * The intensity helps transitionning between diffuse and refraction.
  109248. */
  109249. refractionIntensity: number;
  109250. /**
  109251. * Defines the translucency intensity of the material.
  109252. * When translucency has been enabled, this defines how much of the "translucency"
  109253. * is addded to the diffuse part of the material.
  109254. */
  109255. translucencyIntensity: number;
  109256. /**
  109257. * Defines the scattering intensity of the material.
  109258. * When scattering has been enabled, this defines how much of the "scattered light"
  109259. * is addded to the diffuse part of the material.
  109260. */
  109261. scatteringIntensity: number;
  109262. private _thicknessTexture;
  109263. /**
  109264. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109265. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109266. * 0 would mean minimumThickness
  109267. * 1 would mean maximumThickness
  109268. * The other channels might be use as a mask to vary the different effects intensity.
  109269. */
  109270. thicknessTexture: Nullable<BaseTexture>;
  109271. private _refractionTexture;
  109272. /**
  109273. * Defines the texture to use for refraction.
  109274. */
  109275. refractionTexture: Nullable<BaseTexture>;
  109276. private _indexOfRefraction;
  109277. /**
  109278. * Defines the index of refraction used in the material.
  109279. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109280. */
  109281. indexOfRefraction: number;
  109282. private _invertRefractionY;
  109283. /**
  109284. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109285. */
  109286. invertRefractionY: boolean;
  109287. private _linkRefractionWithTransparency;
  109288. /**
  109289. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109290. * Materials half opaque for instance using refraction could benefit from this control.
  109291. */
  109292. linkRefractionWithTransparency: boolean;
  109293. /**
  109294. * Defines the minimum thickness stored in the thickness map.
  109295. * If no thickness map is defined, this value will be used to simulate thickness.
  109296. */
  109297. minimumThickness: number;
  109298. /**
  109299. * Defines the maximum thickness stored in the thickness map.
  109300. */
  109301. maximumThickness: number;
  109302. /**
  109303. * Defines the volume tint of the material.
  109304. * This is used for both translucency and scattering.
  109305. */
  109306. tintColor: Color3;
  109307. /**
  109308. * Defines the distance at which the tint color should be found in the media.
  109309. * This is used for refraction only.
  109310. */
  109311. tintColorAtDistance: number;
  109312. /**
  109313. * Defines how far each channel transmit through the media.
  109314. * It is defined as a color to simplify it selection.
  109315. */
  109316. diffusionDistance: Color3;
  109317. private _useMaskFromThicknessTexture;
  109318. /**
  109319. * Stores the intensity of the different subsurface effects in the thickness texture.
  109320. * * the green channel is the translucency intensity.
  109321. * * the blue channel is the scattering intensity.
  109322. * * the alpha channel is the refraction intensity.
  109323. */
  109324. useMaskFromThicknessTexture: boolean;
  109325. /** @hidden */
  109326. private _internalMarkAllSubMeshesAsTexturesDirty;
  109327. /** @hidden */
  109328. _markAllSubMeshesAsTexturesDirty(): void;
  109329. /**
  109330. * Instantiate a new istance of sub surface configuration.
  109331. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109332. */
  109333. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109334. /**
  109335. * Gets wehter the submesh is ready to be used or not.
  109336. * @param defines the list of "defines" to update.
  109337. * @param scene defines the scene the material belongs to.
  109338. * @returns - boolean indicating that the submesh is ready or not.
  109339. */
  109340. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109341. /**
  109342. * Checks to see if a texture is used in the material.
  109343. * @param defines the list of "defines" to update.
  109344. * @param scene defines the scene to the material belongs to.
  109345. */
  109346. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109347. /**
  109348. * Binds the material data.
  109349. * @param uniformBuffer defines the Uniform buffer to fill in.
  109350. * @param scene defines the scene the material belongs to.
  109351. * @param engine defines the engine the material belongs to.
  109352. * @param isFrozen defines wether the material is frozen or not.
  109353. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109354. */
  109355. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109356. /**
  109357. * Unbinds the material from the mesh.
  109358. * @param activeEffect defines the effect that should be unbound from.
  109359. * @returns true if unbound, otherwise false
  109360. */
  109361. unbind(activeEffect: Effect): boolean;
  109362. /**
  109363. * Returns the texture used for refraction or null if none is used.
  109364. * @param scene defines the scene the material belongs to.
  109365. * @returns - Refraction texture if present. If no refraction texture and refraction
  109366. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109367. */
  109368. private _getRefractionTexture;
  109369. /**
  109370. * Returns true if alpha blending should be disabled.
  109371. */
  109372. readonly disableAlphaBlending: boolean;
  109373. /**
  109374. * Fills the list of render target textures.
  109375. * @param renderTargets the list of render targets to update
  109376. */
  109377. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109378. /**
  109379. * Checks to see if a texture is used in the material.
  109380. * @param texture - Base texture to use.
  109381. * @returns - Boolean specifying if a texture is used in the material.
  109382. */
  109383. hasTexture(texture: BaseTexture): boolean;
  109384. /**
  109385. * Gets a boolean indicating that current material needs to register RTT
  109386. * @returns true if this uses a render target otherwise false.
  109387. */
  109388. hasRenderTargetTextures(): boolean;
  109389. /**
  109390. * Returns an array of the actively used textures.
  109391. * @param activeTextures Array of BaseTextures
  109392. */
  109393. getActiveTextures(activeTextures: BaseTexture[]): void;
  109394. /**
  109395. * Returns the animatable textures.
  109396. * @param animatables Array of animatable textures.
  109397. */
  109398. getAnimatables(animatables: IAnimatable[]): void;
  109399. /**
  109400. * Disposes the resources of the material.
  109401. * @param forceDisposeTextures - Forces the disposal of all textures.
  109402. */
  109403. dispose(forceDisposeTextures?: boolean): void;
  109404. /**
  109405. * Get the current class name of the texture useful for serialization or dynamic coding.
  109406. * @returns "PBRSubSurfaceConfiguration"
  109407. */
  109408. getClassName(): string;
  109409. /**
  109410. * Add fallbacks to the effect fallbacks list.
  109411. * @param defines defines the Base texture to use.
  109412. * @param fallbacks defines the current fallback list.
  109413. * @param currentRank defines the current fallback rank.
  109414. * @returns the new fallback rank.
  109415. */
  109416. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109417. /**
  109418. * Add the required uniforms to the current list.
  109419. * @param uniforms defines the current uniform list.
  109420. */
  109421. static AddUniforms(uniforms: string[]): void;
  109422. /**
  109423. * Add the required samplers to the current list.
  109424. * @param samplers defines the current sampler list.
  109425. */
  109426. static AddSamplers(samplers: string[]): void;
  109427. /**
  109428. * Add the required uniforms to the current buffer.
  109429. * @param uniformBuffer defines the current uniform buffer.
  109430. */
  109431. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109432. /**
  109433. * Makes a duplicate of the current configuration into another one.
  109434. * @param configuration define the config where to copy the info
  109435. */
  109436. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109437. /**
  109438. * Serializes this Sub Surface configuration.
  109439. * @returns - An object with the serialized config.
  109440. */
  109441. serialize(): any;
  109442. /**
  109443. * Parses a anisotropy Configuration from a serialized object.
  109444. * @param source - Serialized object.
  109445. * @param scene Defines the scene we are parsing for
  109446. * @param rootUrl Defines the rootUrl to load from
  109447. */
  109448. parse(source: any, scene: Scene, rootUrl: string): void;
  109449. }
  109450. }
  109451. declare module BABYLON {
  109452. /** @hidden */
  109453. export var pbrFragmentDeclaration: {
  109454. name: string;
  109455. shader: string;
  109456. };
  109457. }
  109458. declare module BABYLON {
  109459. /** @hidden */
  109460. export var pbrUboDeclaration: {
  109461. name: string;
  109462. shader: string;
  109463. };
  109464. }
  109465. declare module BABYLON {
  109466. /** @hidden */
  109467. export var pbrFragmentExtraDeclaration: {
  109468. name: string;
  109469. shader: string;
  109470. };
  109471. }
  109472. declare module BABYLON {
  109473. /** @hidden */
  109474. export var pbrFragmentSamplersDeclaration: {
  109475. name: string;
  109476. shader: string;
  109477. };
  109478. }
  109479. declare module BABYLON {
  109480. /** @hidden */
  109481. export var pbrHelperFunctions: {
  109482. name: string;
  109483. shader: string;
  109484. };
  109485. }
  109486. declare module BABYLON {
  109487. /** @hidden */
  109488. export var harmonicsFunctions: {
  109489. name: string;
  109490. shader: string;
  109491. };
  109492. }
  109493. declare module BABYLON {
  109494. /** @hidden */
  109495. export var pbrDirectLightingSetupFunctions: {
  109496. name: string;
  109497. shader: string;
  109498. };
  109499. }
  109500. declare module BABYLON {
  109501. /** @hidden */
  109502. export var pbrDirectLightingFalloffFunctions: {
  109503. name: string;
  109504. shader: string;
  109505. };
  109506. }
  109507. declare module BABYLON {
  109508. /** @hidden */
  109509. export var pbrBRDFFunctions: {
  109510. name: string;
  109511. shader: string;
  109512. };
  109513. }
  109514. declare module BABYLON {
  109515. /** @hidden */
  109516. export var pbrDirectLightingFunctions: {
  109517. name: string;
  109518. shader: string;
  109519. };
  109520. }
  109521. declare module BABYLON {
  109522. /** @hidden */
  109523. export var pbrIBLFunctions: {
  109524. name: string;
  109525. shader: string;
  109526. };
  109527. }
  109528. declare module BABYLON {
  109529. /** @hidden */
  109530. export var pbrDebug: {
  109531. name: string;
  109532. shader: string;
  109533. };
  109534. }
  109535. declare module BABYLON {
  109536. /** @hidden */
  109537. export var pbrPixelShader: {
  109538. name: string;
  109539. shader: string;
  109540. };
  109541. }
  109542. declare module BABYLON {
  109543. /** @hidden */
  109544. export var pbrVertexDeclaration: {
  109545. name: string;
  109546. shader: string;
  109547. };
  109548. }
  109549. declare module BABYLON {
  109550. /** @hidden */
  109551. export var pbrVertexShader: {
  109552. name: string;
  109553. shader: string;
  109554. };
  109555. }
  109556. declare module BABYLON {
  109557. /**
  109558. * Manages the defines for the PBR Material.
  109559. * @hidden
  109560. */
  109561. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109562. PBR: boolean;
  109563. MAINUV1: boolean;
  109564. MAINUV2: boolean;
  109565. UV1: boolean;
  109566. UV2: boolean;
  109567. ALBEDO: boolean;
  109568. ALBEDODIRECTUV: number;
  109569. VERTEXCOLOR: boolean;
  109570. AMBIENT: boolean;
  109571. AMBIENTDIRECTUV: number;
  109572. AMBIENTINGRAYSCALE: boolean;
  109573. OPACITY: boolean;
  109574. VERTEXALPHA: boolean;
  109575. OPACITYDIRECTUV: number;
  109576. OPACITYRGB: boolean;
  109577. ALPHATEST: boolean;
  109578. DEPTHPREPASS: boolean;
  109579. ALPHABLEND: boolean;
  109580. ALPHAFROMALBEDO: boolean;
  109581. ALPHATESTVALUE: string;
  109582. SPECULAROVERALPHA: boolean;
  109583. RADIANCEOVERALPHA: boolean;
  109584. ALPHAFRESNEL: boolean;
  109585. LINEARALPHAFRESNEL: boolean;
  109586. PREMULTIPLYALPHA: boolean;
  109587. EMISSIVE: boolean;
  109588. EMISSIVEDIRECTUV: number;
  109589. REFLECTIVITY: boolean;
  109590. REFLECTIVITYDIRECTUV: number;
  109591. SPECULARTERM: boolean;
  109592. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109593. MICROSURFACEAUTOMATIC: boolean;
  109594. LODBASEDMICROSFURACE: boolean;
  109595. MICROSURFACEMAP: boolean;
  109596. MICROSURFACEMAPDIRECTUV: number;
  109597. METALLICWORKFLOW: boolean;
  109598. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109599. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109600. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109601. AOSTOREINMETALMAPRED: boolean;
  109602. ENVIRONMENTBRDF: boolean;
  109603. ENVIRONMENTBRDF_RGBD: boolean;
  109604. NORMAL: boolean;
  109605. TANGENT: boolean;
  109606. BUMP: boolean;
  109607. BUMPDIRECTUV: number;
  109608. OBJECTSPACE_NORMALMAP: boolean;
  109609. PARALLAX: boolean;
  109610. PARALLAXOCCLUSION: boolean;
  109611. NORMALXYSCALE: boolean;
  109612. LIGHTMAP: boolean;
  109613. LIGHTMAPDIRECTUV: number;
  109614. USELIGHTMAPASSHADOWMAP: boolean;
  109615. GAMMALIGHTMAP: boolean;
  109616. REFLECTION: boolean;
  109617. REFLECTIONMAP_3D: boolean;
  109618. REFLECTIONMAP_SPHERICAL: boolean;
  109619. REFLECTIONMAP_PLANAR: boolean;
  109620. REFLECTIONMAP_CUBIC: boolean;
  109621. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109622. REFLECTIONMAP_PROJECTION: boolean;
  109623. REFLECTIONMAP_SKYBOX: boolean;
  109624. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109625. REFLECTIONMAP_EXPLICIT: boolean;
  109626. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109627. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109628. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109629. INVERTCUBICMAP: boolean;
  109630. USESPHERICALFROMREFLECTIONMAP: boolean;
  109631. USEIRRADIANCEMAP: boolean;
  109632. SPHERICAL_HARMONICS: boolean;
  109633. USESPHERICALINVERTEX: boolean;
  109634. REFLECTIONMAP_OPPOSITEZ: boolean;
  109635. LODINREFLECTIONALPHA: boolean;
  109636. GAMMAREFLECTION: boolean;
  109637. RGBDREFLECTION: boolean;
  109638. LINEARSPECULARREFLECTION: boolean;
  109639. RADIANCEOCCLUSION: boolean;
  109640. HORIZONOCCLUSION: boolean;
  109641. INSTANCES: boolean;
  109642. NUM_BONE_INFLUENCERS: number;
  109643. BonesPerMesh: number;
  109644. BONETEXTURE: boolean;
  109645. NONUNIFORMSCALING: boolean;
  109646. MORPHTARGETS: boolean;
  109647. MORPHTARGETS_NORMAL: boolean;
  109648. MORPHTARGETS_TANGENT: boolean;
  109649. MORPHTARGETS_UV: boolean;
  109650. NUM_MORPH_INFLUENCERS: number;
  109651. IMAGEPROCESSING: boolean;
  109652. VIGNETTE: boolean;
  109653. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109654. VIGNETTEBLENDMODEOPAQUE: boolean;
  109655. TONEMAPPING: boolean;
  109656. TONEMAPPING_ACES: boolean;
  109657. CONTRAST: boolean;
  109658. COLORCURVES: boolean;
  109659. COLORGRADING: boolean;
  109660. COLORGRADING3D: boolean;
  109661. SAMPLER3DGREENDEPTH: boolean;
  109662. SAMPLER3DBGRMAP: boolean;
  109663. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109664. EXPOSURE: boolean;
  109665. MULTIVIEW: boolean;
  109666. USEPHYSICALLIGHTFALLOFF: boolean;
  109667. USEGLTFLIGHTFALLOFF: boolean;
  109668. TWOSIDEDLIGHTING: boolean;
  109669. SHADOWFLOAT: boolean;
  109670. CLIPPLANE: boolean;
  109671. CLIPPLANE2: boolean;
  109672. CLIPPLANE3: boolean;
  109673. CLIPPLANE4: boolean;
  109674. POINTSIZE: boolean;
  109675. FOG: boolean;
  109676. LOGARITHMICDEPTH: boolean;
  109677. FORCENORMALFORWARD: boolean;
  109678. SPECULARAA: boolean;
  109679. CLEARCOAT: boolean;
  109680. CLEARCOAT_DEFAULTIOR: boolean;
  109681. CLEARCOAT_TEXTURE: boolean;
  109682. CLEARCOAT_TEXTUREDIRECTUV: number;
  109683. CLEARCOAT_BUMP: boolean;
  109684. CLEARCOAT_BUMPDIRECTUV: number;
  109685. CLEARCOAT_TINT: boolean;
  109686. CLEARCOAT_TINT_TEXTURE: boolean;
  109687. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109688. ANISOTROPIC: boolean;
  109689. ANISOTROPIC_TEXTURE: boolean;
  109690. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109691. BRDF_V_HEIGHT_CORRELATED: boolean;
  109692. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109693. SHEEN: boolean;
  109694. SHEEN_TEXTURE: boolean;
  109695. SHEEN_TEXTUREDIRECTUV: number;
  109696. SHEEN_LINKWITHALBEDO: boolean;
  109697. SUBSURFACE: boolean;
  109698. SS_REFRACTION: boolean;
  109699. SS_TRANSLUCENCY: boolean;
  109700. SS_SCATERRING: boolean;
  109701. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109702. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109703. SS_REFRACTIONMAP_3D: boolean;
  109704. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109705. SS_LODINREFRACTIONALPHA: boolean;
  109706. SS_GAMMAREFRACTION: boolean;
  109707. SS_RGBDREFRACTION: boolean;
  109708. SS_LINEARSPECULARREFRACTION: boolean;
  109709. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109710. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109711. UNLIT: boolean;
  109712. DEBUGMODE: number;
  109713. /**
  109714. * Initializes the PBR Material defines.
  109715. */
  109716. constructor();
  109717. /**
  109718. * Resets the PBR Material defines.
  109719. */
  109720. reset(): void;
  109721. }
  109722. /**
  109723. * The Physically based material base class of BJS.
  109724. *
  109725. * This offers the main features of a standard PBR material.
  109726. * For more information, please refer to the documentation :
  109727. * https://doc.babylonjs.com/how_to/physically_based_rendering
  109728. */
  109729. export abstract class PBRBaseMaterial extends PushMaterial {
  109730. /**
  109731. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  109732. */
  109733. static readonly PBRMATERIAL_OPAQUE: number;
  109734. /**
  109735. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  109736. */
  109737. static readonly PBRMATERIAL_ALPHATEST: number;
  109738. /**
  109739. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109740. */
  109741. static readonly PBRMATERIAL_ALPHABLEND: number;
  109742. /**
  109743. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  109744. * They are also discarded below the alpha cutoff threshold to improve performances.
  109745. */
  109746. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  109747. /**
  109748. * Defines the default value of how much AO map is occluding the analytical lights
  109749. * (point spot...).
  109750. */
  109751. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  109752. /**
  109753. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  109754. */
  109755. static readonly LIGHTFALLOFF_PHYSICAL: number;
  109756. /**
  109757. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  109758. * to enhance interoperability with other engines.
  109759. */
  109760. static readonly LIGHTFALLOFF_GLTF: number;
  109761. /**
  109762. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  109763. * to enhance interoperability with other materials.
  109764. */
  109765. static readonly LIGHTFALLOFF_STANDARD: number;
  109766. /**
  109767. * Intensity of the direct lights e.g. the four lights available in your scene.
  109768. * This impacts both the direct diffuse and specular highlights.
  109769. */
  109770. protected _directIntensity: number;
  109771. /**
  109772. * Intensity of the emissive part of the material.
  109773. * This helps controlling the emissive effect without modifying the emissive color.
  109774. */
  109775. protected _emissiveIntensity: number;
  109776. /**
  109777. * Intensity of the environment e.g. how much the environment will light the object
  109778. * either through harmonics for rough material or through the refelction for shiny ones.
  109779. */
  109780. protected _environmentIntensity: number;
  109781. /**
  109782. * This is a special control allowing the reduction of the specular highlights coming from the
  109783. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  109784. */
  109785. protected _specularIntensity: number;
  109786. /**
  109787. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  109788. */
  109789. private _lightingInfos;
  109790. /**
  109791. * Debug Control allowing disabling the bump map on this material.
  109792. */
  109793. protected _disableBumpMap: boolean;
  109794. /**
  109795. * AKA Diffuse Texture in standard nomenclature.
  109796. */
  109797. protected _albedoTexture: Nullable<BaseTexture>;
  109798. /**
  109799. * AKA Occlusion Texture in other nomenclature.
  109800. */
  109801. protected _ambientTexture: Nullable<BaseTexture>;
  109802. /**
  109803. * AKA Occlusion Texture Intensity in other nomenclature.
  109804. */
  109805. protected _ambientTextureStrength: number;
  109806. /**
  109807. * Defines how much the AO map is occluding the analytical lights (point spot...).
  109808. * 1 means it completely occludes it
  109809. * 0 mean it has no impact
  109810. */
  109811. protected _ambientTextureImpactOnAnalyticalLights: number;
  109812. /**
  109813. * Stores the alpha values in a texture.
  109814. */
  109815. protected _opacityTexture: Nullable<BaseTexture>;
  109816. /**
  109817. * Stores the reflection values in a texture.
  109818. */
  109819. protected _reflectionTexture: Nullable<BaseTexture>;
  109820. /**
  109821. * Stores the emissive values in a texture.
  109822. */
  109823. protected _emissiveTexture: Nullable<BaseTexture>;
  109824. /**
  109825. * AKA Specular texture in other nomenclature.
  109826. */
  109827. protected _reflectivityTexture: Nullable<BaseTexture>;
  109828. /**
  109829. * Used to switch from specular/glossiness to metallic/roughness workflow.
  109830. */
  109831. protected _metallicTexture: Nullable<BaseTexture>;
  109832. /**
  109833. * Specifies the metallic scalar of the metallic/roughness workflow.
  109834. * Can also be used to scale the metalness values of the metallic texture.
  109835. */
  109836. protected _metallic: Nullable<number>;
  109837. /**
  109838. * Specifies the roughness scalar of the metallic/roughness workflow.
  109839. * Can also be used to scale the roughness values of the metallic texture.
  109840. */
  109841. protected _roughness: Nullable<number>;
  109842. /**
  109843. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  109844. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  109845. */
  109846. protected _microSurfaceTexture: Nullable<BaseTexture>;
  109847. /**
  109848. * Stores surface normal data used to displace a mesh in a texture.
  109849. */
  109850. protected _bumpTexture: Nullable<BaseTexture>;
  109851. /**
  109852. * Stores the pre-calculated light information of a mesh in a texture.
  109853. */
  109854. protected _lightmapTexture: Nullable<BaseTexture>;
  109855. /**
  109856. * The color of a material in ambient lighting.
  109857. */
  109858. protected _ambientColor: Color3;
  109859. /**
  109860. * AKA Diffuse Color in other nomenclature.
  109861. */
  109862. protected _albedoColor: Color3;
  109863. /**
  109864. * AKA Specular Color in other nomenclature.
  109865. */
  109866. protected _reflectivityColor: Color3;
  109867. /**
  109868. * The color applied when light is reflected from a material.
  109869. */
  109870. protected _reflectionColor: Color3;
  109871. /**
  109872. * The color applied when light is emitted from a material.
  109873. */
  109874. protected _emissiveColor: Color3;
  109875. /**
  109876. * AKA Glossiness in other nomenclature.
  109877. */
  109878. protected _microSurface: number;
  109879. /**
  109880. * Specifies that the material will use the light map as a show map.
  109881. */
  109882. protected _useLightmapAsShadowmap: boolean;
  109883. /**
  109884. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  109885. * makes the reflect vector face the model (under horizon).
  109886. */
  109887. protected _useHorizonOcclusion: boolean;
  109888. /**
  109889. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  109890. * too much the area relying on ambient texture to define their ambient occlusion.
  109891. */
  109892. protected _useRadianceOcclusion: boolean;
  109893. /**
  109894. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  109895. */
  109896. protected _useAlphaFromAlbedoTexture: boolean;
  109897. /**
  109898. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  109899. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109900. */
  109901. protected _useSpecularOverAlpha: boolean;
  109902. /**
  109903. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  109904. */
  109905. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  109906. /**
  109907. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  109908. */
  109909. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  109910. /**
  109911. * Specifies if the metallic texture contains the roughness information in its green channel.
  109912. */
  109913. protected _useRoughnessFromMetallicTextureGreen: boolean;
  109914. /**
  109915. * Specifies if the metallic texture contains the metallness information in its blue channel.
  109916. */
  109917. protected _useMetallnessFromMetallicTextureBlue: boolean;
  109918. /**
  109919. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  109920. */
  109921. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  109922. /**
  109923. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  109924. */
  109925. protected _useAmbientInGrayScale: boolean;
  109926. /**
  109927. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  109928. * The material will try to infer what glossiness each pixel should be.
  109929. */
  109930. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  109931. /**
  109932. * Defines the falloff type used in this material.
  109933. * It by default is Physical.
  109934. */
  109935. protected _lightFalloff: number;
  109936. /**
  109937. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109938. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109939. */
  109940. protected _useRadianceOverAlpha: boolean;
  109941. /**
  109942. * Allows using an object space normal map (instead of tangent space).
  109943. */
  109944. protected _useObjectSpaceNormalMap: boolean;
  109945. /**
  109946. * Allows using the bump map in parallax mode.
  109947. */
  109948. protected _useParallax: boolean;
  109949. /**
  109950. * Allows using the bump map in parallax occlusion mode.
  109951. */
  109952. protected _useParallaxOcclusion: boolean;
  109953. /**
  109954. * Controls the scale bias of the parallax mode.
  109955. */
  109956. protected _parallaxScaleBias: number;
  109957. /**
  109958. * If sets to true, disables all the lights affecting the material.
  109959. */
  109960. protected _disableLighting: boolean;
  109961. /**
  109962. * Number of Simultaneous lights allowed on the material.
  109963. */
  109964. protected _maxSimultaneousLights: number;
  109965. /**
  109966. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109967. */
  109968. protected _invertNormalMapX: boolean;
  109969. /**
  109970. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109971. */
  109972. protected _invertNormalMapY: boolean;
  109973. /**
  109974. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109975. */
  109976. protected _twoSidedLighting: boolean;
  109977. /**
  109978. * Defines the alpha limits in alpha test mode.
  109979. */
  109980. protected _alphaCutOff: number;
  109981. /**
  109982. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  109983. */
  109984. protected _forceAlphaTest: boolean;
  109985. /**
  109986. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109987. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  109988. */
  109989. protected _useAlphaFresnel: boolean;
  109990. /**
  109991. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  109992. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  109993. */
  109994. protected _useLinearAlphaFresnel: boolean;
  109995. /**
  109996. * The transparency mode of the material.
  109997. */
  109998. protected _transparencyMode: Nullable<number>;
  109999. /**
  110000. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110001. * from cos thetav and roughness:
  110002. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110003. */
  110004. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110005. /**
  110006. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110007. */
  110008. protected _forceIrradianceInFragment: boolean;
  110009. /**
  110010. * Force normal to face away from face.
  110011. */
  110012. protected _forceNormalForward: boolean;
  110013. /**
  110014. * Enables specular anti aliasing in the PBR shader.
  110015. * It will both interacts on the Geometry for analytical and IBL lighting.
  110016. * It also prefilter the roughness map based on the bump values.
  110017. */
  110018. protected _enableSpecularAntiAliasing: boolean;
  110019. /**
  110020. * Default configuration related to image processing available in the PBR Material.
  110021. */
  110022. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110023. /**
  110024. * Keep track of the image processing observer to allow dispose and replace.
  110025. */
  110026. private _imageProcessingObserver;
  110027. /**
  110028. * Attaches a new image processing configuration to the PBR Material.
  110029. * @param configuration
  110030. */
  110031. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110032. /**
  110033. * Stores the available render targets.
  110034. */
  110035. private _renderTargets;
  110036. /**
  110037. * Sets the global ambient color for the material used in lighting calculations.
  110038. */
  110039. private _globalAmbientColor;
  110040. /**
  110041. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110042. */
  110043. private _useLogarithmicDepth;
  110044. /**
  110045. * If set to true, no lighting calculations will be applied.
  110046. */
  110047. private _unlit;
  110048. private _debugMode;
  110049. /**
  110050. * @hidden
  110051. * This is reserved for the inspector.
  110052. * Defines the material debug mode.
  110053. * It helps seeing only some components of the material while troubleshooting.
  110054. */
  110055. debugMode: number;
  110056. /**
  110057. * @hidden
  110058. * This is reserved for the inspector.
  110059. * Specify from where on screen the debug mode should start.
  110060. * The value goes from -1 (full screen) to 1 (not visible)
  110061. * It helps with side by side comparison against the final render
  110062. * This defaults to -1
  110063. */
  110064. private debugLimit;
  110065. /**
  110066. * @hidden
  110067. * This is reserved for the inspector.
  110068. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110069. * You can use the factor to better multiply the final value.
  110070. */
  110071. private debugFactor;
  110072. /**
  110073. * Defines the clear coat layer parameters for the material.
  110074. */
  110075. readonly clearCoat: PBRClearCoatConfiguration;
  110076. /**
  110077. * Defines the anisotropic parameters for the material.
  110078. */
  110079. readonly anisotropy: PBRAnisotropicConfiguration;
  110080. /**
  110081. * Defines the BRDF parameters for the material.
  110082. */
  110083. readonly brdf: PBRBRDFConfiguration;
  110084. /**
  110085. * Defines the Sheen parameters for the material.
  110086. */
  110087. readonly sheen: PBRSheenConfiguration;
  110088. /**
  110089. * Defines the SubSurface parameters for the material.
  110090. */
  110091. readonly subSurface: PBRSubSurfaceConfiguration;
  110092. /**
  110093. * Custom callback helping to override the default shader used in the material.
  110094. */
  110095. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110096. /**
  110097. * Instantiates a new PBRMaterial instance.
  110098. *
  110099. * @param name The material name
  110100. * @param scene The scene the material will be use in.
  110101. */
  110102. constructor(name: string, scene: Scene);
  110103. /**
  110104. * Gets a boolean indicating that current material needs to register RTT
  110105. */
  110106. readonly hasRenderTargetTextures: boolean;
  110107. /**
  110108. * Gets the name of the material class.
  110109. */
  110110. getClassName(): string;
  110111. /**
  110112. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110113. */
  110114. /**
  110115. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110116. */
  110117. useLogarithmicDepth: boolean;
  110118. /**
  110119. * Gets the current transparency mode.
  110120. */
  110121. /**
  110122. * Sets the transparency mode of the material.
  110123. *
  110124. * | Value | Type | Description |
  110125. * | ----- | ----------------------------------- | ----------- |
  110126. * | 0 | OPAQUE | |
  110127. * | 1 | ALPHATEST | |
  110128. * | 2 | ALPHABLEND | |
  110129. * | 3 | ALPHATESTANDBLEND | |
  110130. *
  110131. */
  110132. transparencyMode: Nullable<number>;
  110133. /**
  110134. * Returns true if alpha blending should be disabled.
  110135. */
  110136. private readonly _disableAlphaBlending;
  110137. /**
  110138. * Specifies whether or not this material should be rendered in alpha blend mode.
  110139. */
  110140. needAlphaBlending(): boolean;
  110141. /**
  110142. * Specifies if the mesh will require alpha blending.
  110143. * @param mesh - BJS mesh.
  110144. */
  110145. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110146. /**
  110147. * Specifies whether or not this material should be rendered in alpha test mode.
  110148. */
  110149. needAlphaTesting(): boolean;
  110150. /**
  110151. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110152. */
  110153. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110154. /**
  110155. * Gets the texture used for the alpha test.
  110156. */
  110157. getAlphaTestTexture(): Nullable<BaseTexture>;
  110158. /**
  110159. * Specifies that the submesh is ready to be used.
  110160. * @param mesh - BJS mesh.
  110161. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110162. * @param useInstances - Specifies that instances should be used.
  110163. * @returns - boolean indicating that the submesh is ready or not.
  110164. */
  110165. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110166. /**
  110167. * Specifies if the material uses metallic roughness workflow.
  110168. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110169. */
  110170. isMetallicWorkflow(): boolean;
  110171. private _prepareEffect;
  110172. private _prepareDefines;
  110173. /**
  110174. * Force shader compilation
  110175. */
  110176. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110177. clipPlane: boolean;
  110178. }>): void;
  110179. /**
  110180. * Initializes the uniform buffer layout for the shader.
  110181. */
  110182. buildUniformLayout(): void;
  110183. /**
  110184. * Unbinds the material from the mesh
  110185. */
  110186. unbind(): void;
  110187. /**
  110188. * Binds the submesh data.
  110189. * @param world - The world matrix.
  110190. * @param mesh - The BJS mesh.
  110191. * @param subMesh - A submesh of the BJS mesh.
  110192. */
  110193. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110194. /**
  110195. * Returns the animatable textures.
  110196. * @returns - Array of animatable textures.
  110197. */
  110198. getAnimatables(): IAnimatable[];
  110199. /**
  110200. * Returns the texture used for reflections.
  110201. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110202. */
  110203. private _getReflectionTexture;
  110204. /**
  110205. * Returns an array of the actively used textures.
  110206. * @returns - Array of BaseTextures
  110207. */
  110208. getActiveTextures(): BaseTexture[];
  110209. /**
  110210. * Checks to see if a texture is used in the material.
  110211. * @param texture - Base texture to use.
  110212. * @returns - Boolean specifying if a texture is used in the material.
  110213. */
  110214. hasTexture(texture: BaseTexture): boolean;
  110215. /**
  110216. * Disposes the resources of the material.
  110217. * @param forceDisposeEffect - Forces the disposal of effects.
  110218. * @param forceDisposeTextures - Forces the disposal of all textures.
  110219. */
  110220. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110221. }
  110222. }
  110223. declare module BABYLON {
  110224. /**
  110225. * The Physically based material of BJS.
  110226. *
  110227. * This offers the main features of a standard PBR material.
  110228. * For more information, please refer to the documentation :
  110229. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110230. */
  110231. export class PBRMaterial extends PBRBaseMaterial {
  110232. /**
  110233. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110234. */
  110235. static readonly PBRMATERIAL_OPAQUE: number;
  110236. /**
  110237. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110238. */
  110239. static readonly PBRMATERIAL_ALPHATEST: number;
  110240. /**
  110241. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110242. */
  110243. static readonly PBRMATERIAL_ALPHABLEND: number;
  110244. /**
  110245. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110246. * They are also discarded below the alpha cutoff threshold to improve performances.
  110247. */
  110248. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110249. /**
  110250. * Defines the default value of how much AO map is occluding the analytical lights
  110251. * (point spot...).
  110252. */
  110253. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110254. /**
  110255. * Intensity of the direct lights e.g. the four lights available in your scene.
  110256. * This impacts both the direct diffuse and specular highlights.
  110257. */
  110258. directIntensity: number;
  110259. /**
  110260. * Intensity of the emissive part of the material.
  110261. * This helps controlling the emissive effect without modifying the emissive color.
  110262. */
  110263. emissiveIntensity: number;
  110264. /**
  110265. * Intensity of the environment e.g. how much the environment will light the object
  110266. * either through harmonics for rough material or through the refelction for shiny ones.
  110267. */
  110268. environmentIntensity: number;
  110269. /**
  110270. * This is a special control allowing the reduction of the specular highlights coming from the
  110271. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110272. */
  110273. specularIntensity: number;
  110274. /**
  110275. * Debug Control allowing disabling the bump map on this material.
  110276. */
  110277. disableBumpMap: boolean;
  110278. /**
  110279. * AKA Diffuse Texture in standard nomenclature.
  110280. */
  110281. albedoTexture: BaseTexture;
  110282. /**
  110283. * AKA Occlusion Texture in other nomenclature.
  110284. */
  110285. ambientTexture: BaseTexture;
  110286. /**
  110287. * AKA Occlusion Texture Intensity in other nomenclature.
  110288. */
  110289. ambientTextureStrength: number;
  110290. /**
  110291. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110292. * 1 means it completely occludes it
  110293. * 0 mean it has no impact
  110294. */
  110295. ambientTextureImpactOnAnalyticalLights: number;
  110296. /**
  110297. * Stores the alpha values in a texture.
  110298. */
  110299. opacityTexture: BaseTexture;
  110300. /**
  110301. * Stores the reflection values in a texture.
  110302. */
  110303. reflectionTexture: Nullable<BaseTexture>;
  110304. /**
  110305. * Stores the emissive values in a texture.
  110306. */
  110307. emissiveTexture: BaseTexture;
  110308. /**
  110309. * AKA Specular texture in other nomenclature.
  110310. */
  110311. reflectivityTexture: BaseTexture;
  110312. /**
  110313. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110314. */
  110315. metallicTexture: BaseTexture;
  110316. /**
  110317. * Specifies the metallic scalar of the metallic/roughness workflow.
  110318. * Can also be used to scale the metalness values of the metallic texture.
  110319. */
  110320. metallic: Nullable<number>;
  110321. /**
  110322. * Specifies the roughness scalar of the metallic/roughness workflow.
  110323. * Can also be used to scale the roughness values of the metallic texture.
  110324. */
  110325. roughness: Nullable<number>;
  110326. /**
  110327. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110328. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110329. */
  110330. microSurfaceTexture: BaseTexture;
  110331. /**
  110332. * Stores surface normal data used to displace a mesh in a texture.
  110333. */
  110334. bumpTexture: BaseTexture;
  110335. /**
  110336. * Stores the pre-calculated light information of a mesh in a texture.
  110337. */
  110338. lightmapTexture: BaseTexture;
  110339. /**
  110340. * Stores the refracted light information in a texture.
  110341. */
  110342. refractionTexture: Nullable<BaseTexture>;
  110343. /**
  110344. * The color of a material in ambient lighting.
  110345. */
  110346. ambientColor: Color3;
  110347. /**
  110348. * AKA Diffuse Color in other nomenclature.
  110349. */
  110350. albedoColor: Color3;
  110351. /**
  110352. * AKA Specular Color in other nomenclature.
  110353. */
  110354. reflectivityColor: Color3;
  110355. /**
  110356. * The color reflected from the material.
  110357. */
  110358. reflectionColor: Color3;
  110359. /**
  110360. * The color emitted from the material.
  110361. */
  110362. emissiveColor: Color3;
  110363. /**
  110364. * AKA Glossiness in other nomenclature.
  110365. */
  110366. microSurface: number;
  110367. /**
  110368. * source material index of refraction (IOR)' / 'destination material IOR.
  110369. */
  110370. indexOfRefraction: number;
  110371. /**
  110372. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110373. */
  110374. invertRefractionY: boolean;
  110375. /**
  110376. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110377. * Materials half opaque for instance using refraction could benefit from this control.
  110378. */
  110379. linkRefractionWithTransparency: boolean;
  110380. /**
  110381. * If true, the light map contains occlusion information instead of lighting info.
  110382. */
  110383. useLightmapAsShadowmap: boolean;
  110384. /**
  110385. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110386. */
  110387. useAlphaFromAlbedoTexture: boolean;
  110388. /**
  110389. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110390. */
  110391. forceAlphaTest: boolean;
  110392. /**
  110393. * Defines the alpha limits in alpha test mode.
  110394. */
  110395. alphaCutOff: number;
  110396. /**
  110397. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110398. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110399. */
  110400. useSpecularOverAlpha: boolean;
  110401. /**
  110402. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110403. */
  110404. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110405. /**
  110406. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110407. */
  110408. useRoughnessFromMetallicTextureAlpha: boolean;
  110409. /**
  110410. * Specifies if the metallic texture contains the roughness information in its green channel.
  110411. */
  110412. useRoughnessFromMetallicTextureGreen: boolean;
  110413. /**
  110414. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110415. */
  110416. useMetallnessFromMetallicTextureBlue: boolean;
  110417. /**
  110418. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110419. */
  110420. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110421. /**
  110422. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110423. */
  110424. useAmbientInGrayScale: boolean;
  110425. /**
  110426. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110427. * The material will try to infer what glossiness each pixel should be.
  110428. */
  110429. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110430. /**
  110431. * BJS is using an harcoded light falloff based on a manually sets up range.
  110432. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110433. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110434. */
  110435. /**
  110436. * BJS is using an harcoded light falloff based on a manually sets up range.
  110437. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110438. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110439. */
  110440. usePhysicalLightFalloff: boolean;
  110441. /**
  110442. * In order to support the falloff compatibility with gltf, a special mode has been added
  110443. * to reproduce the gltf light falloff.
  110444. */
  110445. /**
  110446. * In order to support the falloff compatibility with gltf, a special mode has been added
  110447. * to reproduce the gltf light falloff.
  110448. */
  110449. useGLTFLightFalloff: boolean;
  110450. /**
  110451. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110452. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110453. */
  110454. useRadianceOverAlpha: boolean;
  110455. /**
  110456. * Allows using an object space normal map (instead of tangent space).
  110457. */
  110458. useObjectSpaceNormalMap: boolean;
  110459. /**
  110460. * Allows using the bump map in parallax mode.
  110461. */
  110462. useParallax: boolean;
  110463. /**
  110464. * Allows using the bump map in parallax occlusion mode.
  110465. */
  110466. useParallaxOcclusion: boolean;
  110467. /**
  110468. * Controls the scale bias of the parallax mode.
  110469. */
  110470. parallaxScaleBias: number;
  110471. /**
  110472. * If sets to true, disables all the lights affecting the material.
  110473. */
  110474. disableLighting: boolean;
  110475. /**
  110476. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110477. */
  110478. forceIrradianceInFragment: boolean;
  110479. /**
  110480. * Number of Simultaneous lights allowed on the material.
  110481. */
  110482. maxSimultaneousLights: number;
  110483. /**
  110484. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110485. */
  110486. invertNormalMapX: boolean;
  110487. /**
  110488. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110489. */
  110490. invertNormalMapY: boolean;
  110491. /**
  110492. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110493. */
  110494. twoSidedLighting: boolean;
  110495. /**
  110496. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110497. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110498. */
  110499. useAlphaFresnel: boolean;
  110500. /**
  110501. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110502. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110503. */
  110504. useLinearAlphaFresnel: boolean;
  110505. /**
  110506. * Let user defines the brdf lookup texture used for IBL.
  110507. * A default 8bit version is embedded but you could point at :
  110508. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110509. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110510. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110511. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110512. */
  110513. environmentBRDFTexture: Nullable<BaseTexture>;
  110514. /**
  110515. * Force normal to face away from face.
  110516. */
  110517. forceNormalForward: boolean;
  110518. /**
  110519. * Enables specular anti aliasing in the PBR shader.
  110520. * It will both interacts on the Geometry for analytical and IBL lighting.
  110521. * It also prefilter the roughness map based on the bump values.
  110522. */
  110523. enableSpecularAntiAliasing: boolean;
  110524. /**
  110525. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110526. * makes the reflect vector face the model (under horizon).
  110527. */
  110528. useHorizonOcclusion: boolean;
  110529. /**
  110530. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110531. * too much the area relying on ambient texture to define their ambient occlusion.
  110532. */
  110533. useRadianceOcclusion: boolean;
  110534. /**
  110535. * If set to true, no lighting calculations will be applied.
  110536. */
  110537. unlit: boolean;
  110538. /**
  110539. * Gets the image processing configuration used either in this material.
  110540. */
  110541. /**
  110542. * Sets the Default image processing configuration used either in the this material.
  110543. *
  110544. * If sets to null, the scene one is in use.
  110545. */
  110546. imageProcessingConfiguration: ImageProcessingConfiguration;
  110547. /**
  110548. * Gets wether the color curves effect is enabled.
  110549. */
  110550. /**
  110551. * Sets wether the color curves effect is enabled.
  110552. */
  110553. cameraColorCurvesEnabled: boolean;
  110554. /**
  110555. * Gets wether the color grading effect is enabled.
  110556. */
  110557. /**
  110558. * Gets wether the color grading effect is enabled.
  110559. */
  110560. cameraColorGradingEnabled: boolean;
  110561. /**
  110562. * Gets wether tonemapping is enabled or not.
  110563. */
  110564. /**
  110565. * Sets wether tonemapping is enabled or not
  110566. */
  110567. cameraToneMappingEnabled: boolean;
  110568. /**
  110569. * The camera exposure used on this material.
  110570. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110571. * This corresponds to a photographic exposure.
  110572. */
  110573. /**
  110574. * The camera exposure used on this material.
  110575. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110576. * This corresponds to a photographic exposure.
  110577. */
  110578. cameraExposure: number;
  110579. /**
  110580. * Gets The camera contrast used on this material.
  110581. */
  110582. /**
  110583. * Sets The camera contrast used on this material.
  110584. */
  110585. cameraContrast: number;
  110586. /**
  110587. * Gets the Color Grading 2D Lookup Texture.
  110588. */
  110589. /**
  110590. * Sets the Color Grading 2D Lookup Texture.
  110591. */
  110592. cameraColorGradingTexture: Nullable<BaseTexture>;
  110593. /**
  110594. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110595. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110596. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  110597. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110598. */
  110599. /**
  110600. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110601. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110602. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  110603. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110604. */
  110605. cameraColorCurves: Nullable<ColorCurves>;
  110606. /**
  110607. * Instantiates a new PBRMaterial instance.
  110608. *
  110609. * @param name The material name
  110610. * @param scene The scene the material will be use in.
  110611. */
  110612. constructor(name: string, scene: Scene);
  110613. /**
  110614. * Returns the name of this material class.
  110615. */
  110616. getClassName(): string;
  110617. /**
  110618. * Makes a duplicate of the current material.
  110619. * @param name - name to use for the new material.
  110620. */
  110621. clone(name: string): PBRMaterial;
  110622. /**
  110623. * Serializes this PBR Material.
  110624. * @returns - An object with the serialized material.
  110625. */
  110626. serialize(): any;
  110627. /**
  110628. * Parses a PBR Material from a serialized object.
  110629. * @param source - Serialized object.
  110630. * @param scene - BJS scene instance.
  110631. * @param rootUrl - url for the scene object
  110632. * @returns - PBRMaterial
  110633. */
  110634. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110635. }
  110636. }
  110637. declare module BABYLON {
  110638. /**
  110639. * Direct draw surface info
  110640. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110641. */
  110642. export interface DDSInfo {
  110643. /**
  110644. * Width of the texture
  110645. */
  110646. width: number;
  110647. /**
  110648. * Width of the texture
  110649. */
  110650. height: number;
  110651. /**
  110652. * Number of Mipmaps for the texture
  110653. * @see https://en.wikipedia.org/wiki/Mipmap
  110654. */
  110655. mipmapCount: number;
  110656. /**
  110657. * If the textures format is a known fourCC format
  110658. * @see https://www.fourcc.org/
  110659. */
  110660. isFourCC: boolean;
  110661. /**
  110662. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110663. */
  110664. isRGB: boolean;
  110665. /**
  110666. * If the texture is a lumincance format
  110667. */
  110668. isLuminance: boolean;
  110669. /**
  110670. * If this is a cube texture
  110671. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110672. */
  110673. isCube: boolean;
  110674. /**
  110675. * If the texture is a compressed format eg. FOURCC_DXT1
  110676. */
  110677. isCompressed: boolean;
  110678. /**
  110679. * The dxgiFormat of the texture
  110680. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110681. */
  110682. dxgiFormat: number;
  110683. /**
  110684. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110685. */
  110686. textureType: number;
  110687. /**
  110688. * Sphericle polynomial created for the dds texture
  110689. */
  110690. sphericalPolynomial?: SphericalPolynomial;
  110691. }
  110692. /**
  110693. * Class used to provide DDS decompression tools
  110694. */
  110695. export class DDSTools {
  110696. /**
  110697. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  110698. */
  110699. static StoreLODInAlphaChannel: boolean;
  110700. /**
  110701. * Gets DDS information from an array buffer
  110702. * @param arrayBuffer defines the array buffer to read data from
  110703. * @returns the DDS information
  110704. */
  110705. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  110706. private static _FloatView;
  110707. private static _Int32View;
  110708. private static _ToHalfFloat;
  110709. private static _FromHalfFloat;
  110710. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  110711. private static _GetHalfFloatRGBAArrayBuffer;
  110712. private static _GetFloatRGBAArrayBuffer;
  110713. private static _GetFloatAsUIntRGBAArrayBuffer;
  110714. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  110715. private static _GetRGBAArrayBuffer;
  110716. private static _ExtractLongWordOrder;
  110717. private static _GetRGBArrayBuffer;
  110718. private static _GetLuminanceArrayBuffer;
  110719. /**
  110720. * Uploads DDS Levels to a Babylon Texture
  110721. * @hidden
  110722. */
  110723. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  110724. }
  110725. interface Engine {
  110726. /**
  110727. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  110728. * @param rootUrl defines the url where the file to load is located
  110729. * @param scene defines the current scene
  110730. * @param lodScale defines scale to apply to the mip map selection
  110731. * @param lodOffset defines offset to apply to the mip map selection
  110732. * @param onLoad defines an optional callback raised when the texture is loaded
  110733. * @param onError defines an optional callback raised if there is an issue to load the texture
  110734. * @param format defines the format of the data
  110735. * @param forcedExtension defines the extension to use to pick the right loader
  110736. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  110737. * @returns the cube texture as an InternalTexture
  110738. */
  110739. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  110740. }
  110741. }
  110742. declare module BABYLON {
  110743. /**
  110744. * Implementation of the DDS Texture Loader.
  110745. * @hidden
  110746. */
  110747. export class _DDSTextureLoader implements IInternalTextureLoader {
  110748. /**
  110749. * Defines wether the loader supports cascade loading the different faces.
  110750. */
  110751. readonly supportCascades: boolean;
  110752. /**
  110753. * This returns if the loader support the current file information.
  110754. * @param extension defines the file extension of the file being loaded
  110755. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110756. * @param fallback defines the fallback internal texture if any
  110757. * @param isBase64 defines whether the texture is encoded as a base64
  110758. * @param isBuffer defines whether the texture data are stored as a buffer
  110759. * @returns true if the loader can load the specified file
  110760. */
  110761. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110762. /**
  110763. * Transform the url before loading if required.
  110764. * @param rootUrl the url of the texture
  110765. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110766. * @returns the transformed texture
  110767. */
  110768. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110769. /**
  110770. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110771. * @param rootUrl the url of the texture
  110772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110773. * @returns the fallback texture
  110774. */
  110775. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110776. /**
  110777. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110778. * @param data contains the texture data
  110779. * @param texture defines the BabylonJS internal texture
  110780. * @param createPolynomials will be true if polynomials have been requested
  110781. * @param onLoad defines the callback to trigger once the texture is ready
  110782. * @param onError defines the callback to trigger in case of error
  110783. */
  110784. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110785. /**
  110786. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110787. * @param data contains the texture data
  110788. * @param texture defines the BabylonJS internal texture
  110789. * @param callback defines the method to call once ready to upload
  110790. */
  110791. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110792. }
  110793. }
  110794. declare module BABYLON {
  110795. /** @hidden */
  110796. export var rgbdEncodePixelShader: {
  110797. name: string;
  110798. shader: string;
  110799. };
  110800. }
  110801. declare module BABYLON {
  110802. /**
  110803. * Raw texture data and descriptor sufficient for WebGL texture upload
  110804. */
  110805. export interface EnvironmentTextureInfo {
  110806. /**
  110807. * Version of the environment map
  110808. */
  110809. version: number;
  110810. /**
  110811. * Width of image
  110812. */
  110813. width: number;
  110814. /**
  110815. * Irradiance information stored in the file.
  110816. */
  110817. irradiance: any;
  110818. /**
  110819. * Specular information stored in the file.
  110820. */
  110821. specular: any;
  110822. }
  110823. /**
  110824. * Sets of helpers addressing the serialization and deserialization of environment texture
  110825. * stored in a BabylonJS env file.
  110826. * Those files are usually stored as .env files.
  110827. */
  110828. export class EnvironmentTextureTools {
  110829. /**
  110830. * Magic number identifying the env file.
  110831. */
  110832. private static _MagicBytes;
  110833. /**
  110834. * Gets the environment info from an env file.
  110835. * @param data The array buffer containing the .env bytes.
  110836. * @returns the environment file info (the json header) if successfully parsed.
  110837. */
  110838. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  110839. /**
  110840. * Creates an environment texture from a loaded cube texture.
  110841. * @param texture defines the cube texture to convert in env file
  110842. * @return a promise containing the environment data if succesfull.
  110843. */
  110844. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  110845. /**
  110846. * Creates a JSON representation of the spherical data.
  110847. * @param texture defines the texture containing the polynomials
  110848. * @return the JSON representation of the spherical info
  110849. */
  110850. private static _CreateEnvTextureIrradiance;
  110851. /**
  110852. * Uploads the texture info contained in the env file to the GPU.
  110853. * @param texture defines the internal texture to upload to
  110854. * @param arrayBuffer defines the buffer cotaining the data to load
  110855. * @param info defines the texture info retrieved through the GetEnvInfo method
  110856. * @returns a promise
  110857. */
  110858. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  110859. /**
  110860. * Uploads the levels of image data to the GPU.
  110861. * @param texture defines the internal texture to upload to
  110862. * @param imageData defines the array buffer views of image data [mipmap][face]
  110863. * @returns a promise
  110864. */
  110865. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  110866. /**
  110867. * Uploads spherical polynomials information to the texture.
  110868. * @param texture defines the texture we are trying to upload the information to
  110869. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  110870. */
  110871. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  110872. /** @hidden */
  110873. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  110874. }
  110875. }
  110876. declare module BABYLON {
  110877. /**
  110878. * Implementation of the ENV Texture Loader.
  110879. * @hidden
  110880. */
  110881. export class _ENVTextureLoader implements IInternalTextureLoader {
  110882. /**
  110883. * Defines wether the loader supports cascade loading the different faces.
  110884. */
  110885. readonly supportCascades: boolean;
  110886. /**
  110887. * This returns if the loader support the current file information.
  110888. * @param extension defines the file extension of the file being loaded
  110889. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110890. * @param fallback defines the fallback internal texture if any
  110891. * @param isBase64 defines whether the texture is encoded as a base64
  110892. * @param isBuffer defines whether the texture data are stored as a buffer
  110893. * @returns true if the loader can load the specified file
  110894. */
  110895. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  110896. /**
  110897. * Transform the url before loading if required.
  110898. * @param rootUrl the url of the texture
  110899. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110900. * @returns the transformed texture
  110901. */
  110902. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  110903. /**
  110904. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  110905. * @param rootUrl the url of the texture
  110906. * @param textureFormatInUse defines the current compressed format in use iun the engine
  110907. * @returns the fallback texture
  110908. */
  110909. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  110910. /**
  110911. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  110912. * @param data contains the texture data
  110913. * @param texture defines the BabylonJS internal texture
  110914. * @param createPolynomials will be true if polynomials have been requested
  110915. * @param onLoad defines the callback to trigger once the texture is ready
  110916. * @param onError defines the callback to trigger in case of error
  110917. */
  110918. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  110919. /**
  110920. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  110921. * @param data contains the texture data
  110922. * @param texture defines the BabylonJS internal texture
  110923. * @param callback defines the method to call once ready to upload
  110924. */
  110925. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  110926. }
  110927. }
  110928. declare module BABYLON {
  110929. /**
  110930. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  110931. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  110932. */
  110933. export class KhronosTextureContainer {
  110934. /** contents of the KTX container file */
  110935. arrayBuffer: any;
  110936. private static HEADER_LEN;
  110937. private static COMPRESSED_2D;
  110938. private static COMPRESSED_3D;
  110939. private static TEX_2D;
  110940. private static TEX_3D;
  110941. /**
  110942. * Gets the openGL type
  110943. */
  110944. glType: number;
  110945. /**
  110946. * Gets the openGL type size
  110947. */
  110948. glTypeSize: number;
  110949. /**
  110950. * Gets the openGL format
  110951. */
  110952. glFormat: number;
  110953. /**
  110954. * Gets the openGL internal format
  110955. */
  110956. glInternalFormat: number;
  110957. /**
  110958. * Gets the base internal format
  110959. */
  110960. glBaseInternalFormat: number;
  110961. /**
  110962. * Gets image width in pixel
  110963. */
  110964. pixelWidth: number;
  110965. /**
  110966. * Gets image height in pixel
  110967. */
  110968. pixelHeight: number;
  110969. /**
  110970. * Gets image depth in pixels
  110971. */
  110972. pixelDepth: number;
  110973. /**
  110974. * Gets the number of array elements
  110975. */
  110976. numberOfArrayElements: number;
  110977. /**
  110978. * Gets the number of faces
  110979. */
  110980. numberOfFaces: number;
  110981. /**
  110982. * Gets the number of mipmap levels
  110983. */
  110984. numberOfMipmapLevels: number;
  110985. /**
  110986. * Gets the bytes of key value data
  110987. */
  110988. bytesOfKeyValueData: number;
  110989. /**
  110990. * Gets the load type
  110991. */
  110992. loadType: number;
  110993. /**
  110994. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  110995. */
  110996. isInvalid: boolean;
  110997. /**
  110998. * Creates a new KhronosTextureContainer
  110999. * @param arrayBuffer contents of the KTX container file
  111000. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111001. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111002. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111003. */
  111004. constructor(
  111005. /** contents of the KTX container file */
  111006. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111007. /**
  111008. * Uploads KTX content to a Babylon Texture.
  111009. * It is assumed that the texture has already been created & is currently bound
  111010. * @hidden
  111011. */
  111012. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111013. private _upload2DCompressedLevels;
  111014. }
  111015. }
  111016. declare module BABYLON {
  111017. /**
  111018. * Implementation of the KTX Texture Loader.
  111019. * @hidden
  111020. */
  111021. export class _KTXTextureLoader implements IInternalTextureLoader {
  111022. /**
  111023. * Defines wether the loader supports cascade loading the different faces.
  111024. */
  111025. readonly supportCascades: boolean;
  111026. /**
  111027. * This returns if the loader support the current file information.
  111028. * @param extension defines the file extension of the file being loaded
  111029. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111030. * @param fallback defines the fallback internal texture if any
  111031. * @param isBase64 defines whether the texture is encoded as a base64
  111032. * @param isBuffer defines whether the texture data are stored as a buffer
  111033. * @returns true if the loader can load the specified file
  111034. */
  111035. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111036. /**
  111037. * Transform the url before loading if required.
  111038. * @param rootUrl the url of the texture
  111039. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111040. * @returns the transformed texture
  111041. */
  111042. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111043. /**
  111044. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111045. * @param rootUrl the url of the texture
  111046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111047. * @returns the fallback texture
  111048. */
  111049. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111050. /**
  111051. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111052. * @param data contains the texture data
  111053. * @param texture defines the BabylonJS internal texture
  111054. * @param createPolynomials will be true if polynomials have been requested
  111055. * @param onLoad defines the callback to trigger once the texture is ready
  111056. * @param onError defines the callback to trigger in case of error
  111057. */
  111058. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111059. /**
  111060. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111061. * @param data contains the texture data
  111062. * @param texture defines the BabylonJS internal texture
  111063. * @param callback defines the method to call once ready to upload
  111064. */
  111065. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111066. }
  111067. }
  111068. declare module BABYLON {
  111069. /**
  111070. * Options for the default xr helper
  111071. */
  111072. export class WebXRDefaultExperienceOptions {
  111073. /**
  111074. * Floor meshes that should be used for teleporting
  111075. */
  111076. floorMeshes: Array<AbstractMesh>;
  111077. }
  111078. /**
  111079. * Default experience which provides a similar setup to the previous webVRExperience
  111080. */
  111081. export class WebXRDefaultExperience {
  111082. /**
  111083. * Base experience
  111084. */
  111085. baseExperience: WebXRExperienceHelper;
  111086. /**
  111087. * Input experience extension
  111088. */
  111089. input: WebXRInput;
  111090. /**
  111091. * Loads the controller models
  111092. */
  111093. controllerModelLoader: WebXRControllerModelLoader;
  111094. /**
  111095. * Enables laser pointer and selection
  111096. */
  111097. pointerSelection: WebXRControllerPointerSelection;
  111098. /**
  111099. * Enables teleportation
  111100. */
  111101. teleportation: WebXRControllerTeleportation;
  111102. /**
  111103. * Enables ui for enetering/exiting xr
  111104. */
  111105. enterExitUI: WebXREnterExitUI;
  111106. /**
  111107. * Default output canvas xr should render to
  111108. */
  111109. outputCanvas: WebXRManagedOutputCanvas;
  111110. /**
  111111. * Creates the default xr experience
  111112. * @param scene scene
  111113. * @param options options for basic configuration
  111114. * @returns resulting WebXRDefaultExperience
  111115. */
  111116. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111117. private constructor();
  111118. /**
  111119. * DIsposes of the experience helper
  111120. */
  111121. dispose(): void;
  111122. }
  111123. }
  111124. declare module BABYLON {
  111125. /** @hidden */
  111126. export var _forceSceneHelpersToBundle: boolean;
  111127. interface Scene {
  111128. /**
  111129. * Creates a default light for the scene.
  111130. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111131. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111132. */
  111133. createDefaultLight(replace?: boolean): void;
  111134. /**
  111135. * Creates a default camera for the scene.
  111136. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111137. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111138. * @param replace has default false, when true replaces the active camera in the scene
  111139. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111140. */
  111141. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111142. /**
  111143. * Creates a default camera and a default light.
  111144. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111145. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111146. * @param replace has the default false, when true replaces the active camera/light in the scene
  111147. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111148. */
  111149. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111150. /**
  111151. * Creates a new sky box
  111152. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111153. * @param environmentTexture defines the texture to use as environment texture
  111154. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111155. * @param scale defines the overall scale of the skybox
  111156. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111157. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111158. * @returns a new mesh holding the sky box
  111159. */
  111160. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111161. /**
  111162. * Creates a new environment
  111163. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111164. * @param options defines the options you can use to configure the environment
  111165. * @returns the new EnvironmentHelper
  111166. */
  111167. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111168. /**
  111169. * Creates a new VREXperienceHelper
  111170. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111171. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111172. * @returns a new VREXperienceHelper
  111173. */
  111174. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111175. /**
  111176. * Creates a new WebXRDefaultExperience
  111177. * @see http://doc.babylonjs.com/how_to/webxr
  111178. * @param options experience options
  111179. * @returns a promise for a new WebXRDefaultExperience
  111180. */
  111181. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111182. }
  111183. }
  111184. declare module BABYLON {
  111185. /**
  111186. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111187. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111188. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111189. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111190. */
  111191. export class VideoDome extends TransformNode {
  111192. /**
  111193. * Define the video source as a Monoscopic panoramic 360 video.
  111194. */
  111195. static readonly MODE_MONOSCOPIC: number;
  111196. /**
  111197. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111198. */
  111199. static readonly MODE_TOPBOTTOM: number;
  111200. /**
  111201. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111202. */
  111203. static readonly MODE_SIDEBYSIDE: number;
  111204. private _useDirectMapping;
  111205. /**
  111206. * The video texture being displayed on the sphere
  111207. */
  111208. protected _videoTexture: VideoTexture;
  111209. /**
  111210. * Gets the video texture being displayed on the sphere
  111211. */
  111212. readonly videoTexture: VideoTexture;
  111213. /**
  111214. * The skybox material
  111215. */
  111216. protected _material: BackgroundMaterial;
  111217. /**
  111218. * The surface used for the skybox
  111219. */
  111220. protected _mesh: Mesh;
  111221. /**
  111222. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111223. * Also see the options.resolution property.
  111224. */
  111225. fovMultiplier: number;
  111226. private _videoMode;
  111227. /**
  111228. * Gets or set the current video mode for the video. It can be:
  111229. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111230. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111231. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111232. */
  111233. videoMode: number;
  111234. /**
  111235. * Oberserver used in Stereoscopic VR Mode.
  111236. */
  111237. private _onBeforeCameraRenderObserver;
  111238. /**
  111239. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111240. * @param name Element's name, child elements will append suffixes for their own names.
  111241. * @param urlsOrVideo defines the url(s) or the video element to use
  111242. * @param options An object containing optional or exposed sub element properties
  111243. */
  111244. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111245. resolution?: number;
  111246. clickToPlay?: boolean;
  111247. autoPlay?: boolean;
  111248. loop?: boolean;
  111249. size?: number;
  111250. poster?: string;
  111251. faceForward?: boolean;
  111252. useDirectMapping?: boolean;
  111253. }, scene: Scene);
  111254. private _changeVideoMode;
  111255. /**
  111256. * Releases resources associated with this node.
  111257. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111258. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111259. */
  111260. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111261. }
  111262. }
  111263. declare module BABYLON {
  111264. /**
  111265. * This class can be used to get instrumentation data from a Babylon engine
  111266. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111267. */
  111268. export class EngineInstrumentation implements IDisposable {
  111269. /**
  111270. * Define the instrumented engine.
  111271. */
  111272. engine: Engine;
  111273. private _captureGPUFrameTime;
  111274. private _gpuFrameTimeToken;
  111275. private _gpuFrameTime;
  111276. private _captureShaderCompilationTime;
  111277. private _shaderCompilationTime;
  111278. private _onBeginFrameObserver;
  111279. private _onEndFrameObserver;
  111280. private _onBeforeShaderCompilationObserver;
  111281. private _onAfterShaderCompilationObserver;
  111282. /**
  111283. * Gets the perf counter used for GPU frame time
  111284. */
  111285. readonly gpuFrameTimeCounter: PerfCounter;
  111286. /**
  111287. * Gets the GPU frame time capture status
  111288. */
  111289. /**
  111290. * Enable or disable the GPU frame time capture
  111291. */
  111292. captureGPUFrameTime: boolean;
  111293. /**
  111294. * Gets the perf counter used for shader compilation time
  111295. */
  111296. readonly shaderCompilationTimeCounter: PerfCounter;
  111297. /**
  111298. * Gets the shader compilation time capture status
  111299. */
  111300. /**
  111301. * Enable or disable the shader compilation time capture
  111302. */
  111303. captureShaderCompilationTime: boolean;
  111304. /**
  111305. * Instantiates a new engine instrumentation.
  111306. * This class can be used to get instrumentation data from a Babylon engine
  111307. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111308. * @param engine Defines the engine to instrument
  111309. */
  111310. constructor(
  111311. /**
  111312. * Define the instrumented engine.
  111313. */
  111314. engine: Engine);
  111315. /**
  111316. * Dispose and release associated resources.
  111317. */
  111318. dispose(): void;
  111319. }
  111320. }
  111321. declare module BABYLON {
  111322. /**
  111323. * This class can be used to get instrumentation data from a Babylon engine
  111324. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111325. */
  111326. export class SceneInstrumentation implements IDisposable {
  111327. /**
  111328. * Defines the scene to instrument
  111329. */
  111330. scene: Scene;
  111331. private _captureActiveMeshesEvaluationTime;
  111332. private _activeMeshesEvaluationTime;
  111333. private _captureRenderTargetsRenderTime;
  111334. private _renderTargetsRenderTime;
  111335. private _captureFrameTime;
  111336. private _frameTime;
  111337. private _captureRenderTime;
  111338. private _renderTime;
  111339. private _captureInterFrameTime;
  111340. private _interFrameTime;
  111341. private _captureParticlesRenderTime;
  111342. private _particlesRenderTime;
  111343. private _captureSpritesRenderTime;
  111344. private _spritesRenderTime;
  111345. private _capturePhysicsTime;
  111346. private _physicsTime;
  111347. private _captureAnimationsTime;
  111348. private _animationsTime;
  111349. private _captureCameraRenderTime;
  111350. private _cameraRenderTime;
  111351. private _onBeforeActiveMeshesEvaluationObserver;
  111352. private _onAfterActiveMeshesEvaluationObserver;
  111353. private _onBeforeRenderTargetsRenderObserver;
  111354. private _onAfterRenderTargetsRenderObserver;
  111355. private _onAfterRenderObserver;
  111356. private _onBeforeDrawPhaseObserver;
  111357. private _onAfterDrawPhaseObserver;
  111358. private _onBeforeAnimationsObserver;
  111359. private _onBeforeParticlesRenderingObserver;
  111360. private _onAfterParticlesRenderingObserver;
  111361. private _onBeforeSpritesRenderingObserver;
  111362. private _onAfterSpritesRenderingObserver;
  111363. private _onBeforePhysicsObserver;
  111364. private _onAfterPhysicsObserver;
  111365. private _onAfterAnimationsObserver;
  111366. private _onBeforeCameraRenderObserver;
  111367. private _onAfterCameraRenderObserver;
  111368. /**
  111369. * Gets the perf counter used for active meshes evaluation time
  111370. */
  111371. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111372. /**
  111373. * Gets the active meshes evaluation time capture status
  111374. */
  111375. /**
  111376. * Enable or disable the active meshes evaluation time capture
  111377. */
  111378. captureActiveMeshesEvaluationTime: boolean;
  111379. /**
  111380. * Gets the perf counter used for render targets render time
  111381. */
  111382. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111383. /**
  111384. * Gets the render targets render time capture status
  111385. */
  111386. /**
  111387. * Enable or disable the render targets render time capture
  111388. */
  111389. captureRenderTargetsRenderTime: boolean;
  111390. /**
  111391. * Gets the perf counter used for particles render time
  111392. */
  111393. readonly particlesRenderTimeCounter: PerfCounter;
  111394. /**
  111395. * Gets the particles render time capture status
  111396. */
  111397. /**
  111398. * Enable or disable the particles render time capture
  111399. */
  111400. captureParticlesRenderTime: boolean;
  111401. /**
  111402. * Gets the perf counter used for sprites render time
  111403. */
  111404. readonly spritesRenderTimeCounter: PerfCounter;
  111405. /**
  111406. * Gets the sprites render time capture status
  111407. */
  111408. /**
  111409. * Enable or disable the sprites render time capture
  111410. */
  111411. captureSpritesRenderTime: boolean;
  111412. /**
  111413. * Gets the perf counter used for physics time
  111414. */
  111415. readonly physicsTimeCounter: PerfCounter;
  111416. /**
  111417. * Gets the physics time capture status
  111418. */
  111419. /**
  111420. * Enable or disable the physics time capture
  111421. */
  111422. capturePhysicsTime: boolean;
  111423. /**
  111424. * Gets the perf counter used for animations time
  111425. */
  111426. readonly animationsTimeCounter: PerfCounter;
  111427. /**
  111428. * Gets the animations time capture status
  111429. */
  111430. /**
  111431. * Enable or disable the animations time capture
  111432. */
  111433. captureAnimationsTime: boolean;
  111434. /**
  111435. * Gets the perf counter used for frame time capture
  111436. */
  111437. readonly frameTimeCounter: PerfCounter;
  111438. /**
  111439. * Gets the frame time capture status
  111440. */
  111441. /**
  111442. * Enable or disable the frame time capture
  111443. */
  111444. captureFrameTime: boolean;
  111445. /**
  111446. * Gets the perf counter used for inter-frames time capture
  111447. */
  111448. readonly interFrameTimeCounter: PerfCounter;
  111449. /**
  111450. * Gets the inter-frames time capture status
  111451. */
  111452. /**
  111453. * Enable or disable the inter-frames time capture
  111454. */
  111455. captureInterFrameTime: boolean;
  111456. /**
  111457. * Gets the perf counter used for render time capture
  111458. */
  111459. readonly renderTimeCounter: PerfCounter;
  111460. /**
  111461. * Gets the render time capture status
  111462. */
  111463. /**
  111464. * Enable or disable the render time capture
  111465. */
  111466. captureRenderTime: boolean;
  111467. /**
  111468. * Gets the perf counter used for camera render time capture
  111469. */
  111470. readonly cameraRenderTimeCounter: PerfCounter;
  111471. /**
  111472. * Gets the camera render time capture status
  111473. */
  111474. /**
  111475. * Enable or disable the camera render time capture
  111476. */
  111477. captureCameraRenderTime: boolean;
  111478. /**
  111479. * Gets the perf counter used for draw calls
  111480. */
  111481. readonly drawCallsCounter: PerfCounter;
  111482. /**
  111483. * Instantiates a new scene instrumentation.
  111484. * This class can be used to get instrumentation data from a Babylon engine
  111485. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111486. * @param scene Defines the scene to instrument
  111487. */
  111488. constructor(
  111489. /**
  111490. * Defines the scene to instrument
  111491. */
  111492. scene: Scene);
  111493. /**
  111494. * Dispose and release associated resources.
  111495. */
  111496. dispose(): void;
  111497. }
  111498. }
  111499. declare module BABYLON {
  111500. /** @hidden */
  111501. export var glowMapGenerationPixelShader: {
  111502. name: string;
  111503. shader: string;
  111504. };
  111505. }
  111506. declare module BABYLON {
  111507. /** @hidden */
  111508. export var glowMapGenerationVertexShader: {
  111509. name: string;
  111510. shader: string;
  111511. };
  111512. }
  111513. declare module BABYLON {
  111514. /**
  111515. * Effect layer options. This helps customizing the behaviour
  111516. * of the effect layer.
  111517. */
  111518. export interface IEffectLayerOptions {
  111519. /**
  111520. * Multiplication factor apply to the canvas size to compute the render target size
  111521. * used to generated the objects (the smaller the faster).
  111522. */
  111523. mainTextureRatio: number;
  111524. /**
  111525. * Enforces a fixed size texture to ensure effect stability across devices.
  111526. */
  111527. mainTextureFixedSize?: number;
  111528. /**
  111529. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111530. */
  111531. alphaBlendingMode: number;
  111532. /**
  111533. * The camera attached to the layer.
  111534. */
  111535. camera: Nullable<Camera>;
  111536. /**
  111537. * The rendering group to draw the layer in.
  111538. */
  111539. renderingGroupId: number;
  111540. }
  111541. /**
  111542. * The effect layer Helps adding post process effect blended with the main pass.
  111543. *
  111544. * This can be for instance use to generate glow or higlight effects on the scene.
  111545. *
  111546. * The effect layer class can not be used directly and is intented to inherited from to be
  111547. * customized per effects.
  111548. */
  111549. export abstract class EffectLayer {
  111550. private _vertexBuffers;
  111551. private _indexBuffer;
  111552. private _cachedDefines;
  111553. private _effectLayerMapGenerationEffect;
  111554. private _effectLayerOptions;
  111555. private _mergeEffect;
  111556. protected _scene: Scene;
  111557. protected _engine: Engine;
  111558. protected _maxSize: number;
  111559. protected _mainTextureDesiredSize: ISize;
  111560. protected _mainTexture: RenderTargetTexture;
  111561. protected _shouldRender: boolean;
  111562. protected _postProcesses: PostProcess[];
  111563. protected _textures: BaseTexture[];
  111564. protected _emissiveTextureAndColor: {
  111565. texture: Nullable<BaseTexture>;
  111566. color: Color4;
  111567. };
  111568. /**
  111569. * The name of the layer
  111570. */
  111571. name: string;
  111572. /**
  111573. * The clear color of the texture used to generate the glow map.
  111574. */
  111575. neutralColor: Color4;
  111576. /**
  111577. * Specifies wether the highlight layer is enabled or not.
  111578. */
  111579. isEnabled: boolean;
  111580. /**
  111581. * Gets the camera attached to the layer.
  111582. */
  111583. readonly camera: Nullable<Camera>;
  111584. /**
  111585. * Gets the rendering group id the layer should render in.
  111586. */
  111587. renderingGroupId: number;
  111588. /**
  111589. * An event triggered when the effect layer has been disposed.
  111590. */
  111591. onDisposeObservable: Observable<EffectLayer>;
  111592. /**
  111593. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111594. */
  111595. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111596. /**
  111597. * An event triggered when the generated texture is being merged in the scene.
  111598. */
  111599. onBeforeComposeObservable: Observable<EffectLayer>;
  111600. /**
  111601. * An event triggered when the generated texture has been merged in the scene.
  111602. */
  111603. onAfterComposeObservable: Observable<EffectLayer>;
  111604. /**
  111605. * An event triggered when the efffect layer changes its size.
  111606. */
  111607. onSizeChangedObservable: Observable<EffectLayer>;
  111608. /** @hidden */
  111609. static _SceneComponentInitialization: (scene: Scene) => void;
  111610. /**
  111611. * Instantiates a new effect Layer and references it in the scene.
  111612. * @param name The name of the layer
  111613. * @param scene The scene to use the layer in
  111614. */
  111615. constructor(
  111616. /** The Friendly of the effect in the scene */
  111617. name: string, scene: Scene);
  111618. /**
  111619. * Get the effect name of the layer.
  111620. * @return The effect name
  111621. */
  111622. abstract getEffectName(): string;
  111623. /**
  111624. * Checks for the readiness of the element composing the layer.
  111625. * @param subMesh the mesh to check for
  111626. * @param useInstances specify wether or not to use instances to render the mesh
  111627. * @return true if ready otherwise, false
  111628. */
  111629. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111630. /**
  111631. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111632. * @returns true if the effect requires stencil during the main canvas render pass.
  111633. */
  111634. abstract needStencil(): boolean;
  111635. /**
  111636. * Create the merge effect. This is the shader use to blit the information back
  111637. * to the main canvas at the end of the scene rendering.
  111638. * @returns The effect containing the shader used to merge the effect on the main canvas
  111639. */
  111640. protected abstract _createMergeEffect(): Effect;
  111641. /**
  111642. * Creates the render target textures and post processes used in the effect layer.
  111643. */
  111644. protected abstract _createTextureAndPostProcesses(): void;
  111645. /**
  111646. * Implementation specific of rendering the generating effect on the main canvas.
  111647. * @param effect The effect used to render through
  111648. */
  111649. protected abstract _internalRender(effect: Effect): void;
  111650. /**
  111651. * Sets the required values for both the emissive texture and and the main color.
  111652. */
  111653. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111654. /**
  111655. * Free any resources and references associated to a mesh.
  111656. * Internal use
  111657. * @param mesh The mesh to free.
  111658. */
  111659. abstract _disposeMesh(mesh: Mesh): void;
  111660. /**
  111661. * Serializes this layer (Glow or Highlight for example)
  111662. * @returns a serialized layer object
  111663. */
  111664. abstract serialize?(): any;
  111665. /**
  111666. * Initializes the effect layer with the required options.
  111667. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111668. */
  111669. protected _init(options: Partial<IEffectLayerOptions>): void;
  111670. /**
  111671. * Generates the index buffer of the full screen quad blending to the main canvas.
  111672. */
  111673. private _generateIndexBuffer;
  111674. /**
  111675. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111676. */
  111677. private _generateVertexBuffer;
  111678. /**
  111679. * Sets the main texture desired size which is the closest power of two
  111680. * of the engine canvas size.
  111681. */
  111682. private _setMainTextureSize;
  111683. /**
  111684. * Creates the main texture for the effect layer.
  111685. */
  111686. protected _createMainTexture(): void;
  111687. /**
  111688. * Adds specific effects defines.
  111689. * @param defines The defines to add specifics to.
  111690. */
  111691. protected _addCustomEffectDefines(defines: string[]): void;
  111692. /**
  111693. * Checks for the readiness of the element composing the layer.
  111694. * @param subMesh the mesh to check for
  111695. * @param useInstances specify wether or not to use instances to render the mesh
  111696. * @param emissiveTexture the associated emissive texture used to generate the glow
  111697. * @return true if ready otherwise, false
  111698. */
  111699. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  111700. /**
  111701. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111702. */
  111703. render(): void;
  111704. /**
  111705. * Determine if a given mesh will be used in the current effect.
  111706. * @param mesh mesh to test
  111707. * @returns true if the mesh will be used
  111708. */
  111709. hasMesh(mesh: AbstractMesh): boolean;
  111710. /**
  111711. * Returns true if the layer contains information to display, otherwise false.
  111712. * @returns true if the glow layer should be rendered
  111713. */
  111714. shouldRender(): boolean;
  111715. /**
  111716. * Returns true if the mesh should render, otherwise false.
  111717. * @param mesh The mesh to render
  111718. * @returns true if it should render otherwise false
  111719. */
  111720. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  111721. /**
  111722. * Returns true if the mesh can be rendered, otherwise false.
  111723. * @param mesh The mesh to render
  111724. * @param material The material used on the mesh
  111725. * @returns true if it can be rendered otherwise false
  111726. */
  111727. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111728. /**
  111729. * Returns true if the mesh should render, otherwise false.
  111730. * @param mesh The mesh to render
  111731. * @returns true if it should render otherwise false
  111732. */
  111733. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  111734. /**
  111735. * Renders the submesh passed in parameter to the generation map.
  111736. */
  111737. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  111738. /**
  111739. * Rebuild the required buffers.
  111740. * @hidden Internal use only.
  111741. */
  111742. _rebuild(): void;
  111743. /**
  111744. * Dispose only the render target textures and post process.
  111745. */
  111746. private _disposeTextureAndPostProcesses;
  111747. /**
  111748. * Dispose the highlight layer and free resources.
  111749. */
  111750. dispose(): void;
  111751. /**
  111752. * Gets the class name of the effect layer
  111753. * @returns the string with the class name of the effect layer
  111754. */
  111755. getClassName(): string;
  111756. /**
  111757. * Creates an effect layer from parsed effect layer data
  111758. * @param parsedEffectLayer defines effect layer data
  111759. * @param scene defines the current scene
  111760. * @param rootUrl defines the root URL containing the effect layer information
  111761. * @returns a parsed effect Layer
  111762. */
  111763. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  111764. }
  111765. }
  111766. declare module BABYLON {
  111767. interface AbstractScene {
  111768. /**
  111769. * The list of effect layers (highlights/glow) added to the scene
  111770. * @see http://doc.babylonjs.com/how_to/highlight_layer
  111771. * @see http://doc.babylonjs.com/how_to/glow_layer
  111772. */
  111773. effectLayers: Array<EffectLayer>;
  111774. /**
  111775. * Removes the given effect layer from this scene.
  111776. * @param toRemove defines the effect layer to remove
  111777. * @returns the index of the removed effect layer
  111778. */
  111779. removeEffectLayer(toRemove: EffectLayer): number;
  111780. /**
  111781. * Adds the given effect layer to this scene
  111782. * @param newEffectLayer defines the effect layer to add
  111783. */
  111784. addEffectLayer(newEffectLayer: EffectLayer): void;
  111785. }
  111786. /**
  111787. * Defines the layer scene component responsible to manage any effect layers
  111788. * in a given scene.
  111789. */
  111790. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  111791. /**
  111792. * The component name helpfull to identify the component in the list of scene components.
  111793. */
  111794. readonly name: string;
  111795. /**
  111796. * The scene the component belongs to.
  111797. */
  111798. scene: Scene;
  111799. private _engine;
  111800. private _renderEffects;
  111801. private _needStencil;
  111802. private _previousStencilState;
  111803. /**
  111804. * Creates a new instance of the component for the given scene
  111805. * @param scene Defines the scene to register the component in
  111806. */
  111807. constructor(scene: Scene);
  111808. /**
  111809. * Registers the component in a given scene
  111810. */
  111811. register(): void;
  111812. /**
  111813. * Rebuilds the elements related to this component in case of
  111814. * context lost for instance.
  111815. */
  111816. rebuild(): void;
  111817. /**
  111818. * Serializes the component data to the specified json object
  111819. * @param serializationObject The object to serialize to
  111820. */
  111821. serialize(serializationObject: any): void;
  111822. /**
  111823. * Adds all the elements from the container to the scene
  111824. * @param container the container holding the elements
  111825. */
  111826. addFromContainer(container: AbstractScene): void;
  111827. /**
  111828. * Removes all the elements in the container from the scene
  111829. * @param container contains the elements to remove
  111830. * @param dispose if the removed element should be disposed (default: false)
  111831. */
  111832. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  111833. /**
  111834. * Disposes the component and the associated ressources.
  111835. */
  111836. dispose(): void;
  111837. private _isReadyForMesh;
  111838. private _renderMainTexture;
  111839. private _setStencil;
  111840. private _setStencilBack;
  111841. private _draw;
  111842. private _drawCamera;
  111843. private _drawRenderingGroup;
  111844. }
  111845. }
  111846. declare module BABYLON {
  111847. /** @hidden */
  111848. export var glowMapMergePixelShader: {
  111849. name: string;
  111850. shader: string;
  111851. };
  111852. }
  111853. declare module BABYLON {
  111854. /** @hidden */
  111855. export var glowMapMergeVertexShader: {
  111856. name: string;
  111857. shader: string;
  111858. };
  111859. }
  111860. declare module BABYLON {
  111861. interface AbstractScene {
  111862. /**
  111863. * Return a the first highlight layer of the scene with a given name.
  111864. * @param name The name of the highlight layer to look for.
  111865. * @return The highlight layer if found otherwise null.
  111866. */
  111867. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  111868. }
  111869. /**
  111870. * Glow layer options. This helps customizing the behaviour
  111871. * of the glow layer.
  111872. */
  111873. export interface IGlowLayerOptions {
  111874. /**
  111875. * Multiplication factor apply to the canvas size to compute the render target size
  111876. * used to generated the glowing objects (the smaller the faster).
  111877. */
  111878. mainTextureRatio: number;
  111879. /**
  111880. * Enforces a fixed size texture to ensure resize independant blur.
  111881. */
  111882. mainTextureFixedSize?: number;
  111883. /**
  111884. * How big is the kernel of the blur texture.
  111885. */
  111886. blurKernelSize: number;
  111887. /**
  111888. * The camera attached to the layer.
  111889. */
  111890. camera: Nullable<Camera>;
  111891. /**
  111892. * Enable MSAA by chosing the number of samples.
  111893. */
  111894. mainTextureSamples?: number;
  111895. /**
  111896. * The rendering group to draw the layer in.
  111897. */
  111898. renderingGroupId: number;
  111899. }
  111900. /**
  111901. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111902. *
  111903. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111904. * glowy meshes to your scene.
  111905. *
  111906. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111907. */
  111908. export class GlowLayer extends EffectLayer {
  111909. /**
  111910. * Effect Name of the layer.
  111911. */
  111912. static readonly EffectName: string;
  111913. /**
  111914. * The default blur kernel size used for the glow.
  111915. */
  111916. static DefaultBlurKernelSize: number;
  111917. /**
  111918. * The default texture size ratio used for the glow.
  111919. */
  111920. static DefaultTextureRatio: number;
  111921. /**
  111922. * Sets the kernel size of the blur.
  111923. */
  111924. /**
  111925. * Gets the kernel size of the blur.
  111926. */
  111927. blurKernelSize: number;
  111928. /**
  111929. * Sets the glow intensity.
  111930. */
  111931. /**
  111932. * Gets the glow intensity.
  111933. */
  111934. intensity: number;
  111935. private _options;
  111936. private _intensity;
  111937. private _horizontalBlurPostprocess1;
  111938. private _verticalBlurPostprocess1;
  111939. private _horizontalBlurPostprocess2;
  111940. private _verticalBlurPostprocess2;
  111941. private _blurTexture1;
  111942. private _blurTexture2;
  111943. private _postProcesses1;
  111944. private _postProcesses2;
  111945. private _includedOnlyMeshes;
  111946. private _excludedMeshes;
  111947. /**
  111948. * Callback used to let the user override the color selection on a per mesh basis
  111949. */
  111950. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  111951. /**
  111952. * Callback used to let the user override the texture selection on a per mesh basis
  111953. */
  111954. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  111955. /**
  111956. * Instantiates a new glow Layer and references it to the scene.
  111957. * @param name The name of the layer
  111958. * @param scene The scene to use the layer in
  111959. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111960. */
  111961. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  111962. /**
  111963. * Get the effect name of the layer.
  111964. * @return The effect name
  111965. */
  111966. getEffectName(): string;
  111967. /**
  111968. * Create the merge effect. This is the shader use to blit the information back
  111969. * to the main canvas at the end of the scene rendering.
  111970. */
  111971. protected _createMergeEffect(): Effect;
  111972. /**
  111973. * Creates the render target textures and post processes used in the glow layer.
  111974. */
  111975. protected _createTextureAndPostProcesses(): void;
  111976. /**
  111977. * Checks for the readiness of the element composing the layer.
  111978. * @param subMesh the mesh to check for
  111979. * @param useInstances specify wether or not to use instances to render the mesh
  111980. * @param emissiveTexture the associated emissive texture used to generate the glow
  111981. * @return true if ready otherwise, false
  111982. */
  111983. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111984. /**
  111985. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111986. */
  111987. needStencil(): boolean;
  111988. /**
  111989. * Returns true if the mesh can be rendered, otherwise false.
  111990. * @param mesh The mesh to render
  111991. * @param material The material used on the mesh
  111992. * @returns true if it can be rendered otherwise false
  111993. */
  111994. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  111995. /**
  111996. * Implementation specific of rendering the generating effect on the main canvas.
  111997. * @param effect The effect used to render through
  111998. */
  111999. protected _internalRender(effect: Effect): void;
  112000. /**
  112001. * Sets the required values for both the emissive texture and and the main color.
  112002. */
  112003. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112004. /**
  112005. * Returns true if the mesh should render, otherwise false.
  112006. * @param mesh The mesh to render
  112007. * @returns true if it should render otherwise false
  112008. */
  112009. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112010. /**
  112011. * Adds specific effects defines.
  112012. * @param defines The defines to add specifics to.
  112013. */
  112014. protected _addCustomEffectDefines(defines: string[]): void;
  112015. /**
  112016. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112017. * @param mesh The mesh to exclude from the glow layer
  112018. */
  112019. addExcludedMesh(mesh: Mesh): void;
  112020. /**
  112021. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112022. * @param mesh The mesh to remove
  112023. */
  112024. removeExcludedMesh(mesh: Mesh): void;
  112025. /**
  112026. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112027. * @param mesh The mesh to include in the glow layer
  112028. */
  112029. addIncludedOnlyMesh(mesh: Mesh): void;
  112030. /**
  112031. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112032. * @param mesh The mesh to remove
  112033. */
  112034. removeIncludedOnlyMesh(mesh: Mesh): void;
  112035. /**
  112036. * Determine if a given mesh will be used in the glow layer
  112037. * @param mesh The mesh to test
  112038. * @returns true if the mesh will be highlighted by the current glow layer
  112039. */
  112040. hasMesh(mesh: AbstractMesh): boolean;
  112041. /**
  112042. * Free any resources and references associated to a mesh.
  112043. * Internal use
  112044. * @param mesh The mesh to free.
  112045. * @hidden
  112046. */
  112047. _disposeMesh(mesh: Mesh): void;
  112048. /**
  112049. * Gets the class name of the effect layer
  112050. * @returns the string with the class name of the effect layer
  112051. */
  112052. getClassName(): string;
  112053. /**
  112054. * Serializes this glow layer
  112055. * @returns a serialized glow layer object
  112056. */
  112057. serialize(): any;
  112058. /**
  112059. * Creates a Glow Layer from parsed glow layer data
  112060. * @param parsedGlowLayer defines glow layer data
  112061. * @param scene defines the current scene
  112062. * @param rootUrl defines the root URL containing the glow layer information
  112063. * @returns a parsed Glow Layer
  112064. */
  112065. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112066. }
  112067. }
  112068. declare module BABYLON {
  112069. /** @hidden */
  112070. export var glowBlurPostProcessPixelShader: {
  112071. name: string;
  112072. shader: string;
  112073. };
  112074. }
  112075. declare module BABYLON {
  112076. interface AbstractScene {
  112077. /**
  112078. * Return a the first highlight layer of the scene with a given name.
  112079. * @param name The name of the highlight layer to look for.
  112080. * @return The highlight layer if found otherwise null.
  112081. */
  112082. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112083. }
  112084. /**
  112085. * Highlight layer options. This helps customizing the behaviour
  112086. * of the highlight layer.
  112087. */
  112088. export interface IHighlightLayerOptions {
  112089. /**
  112090. * Multiplication factor apply to the canvas size to compute the render target size
  112091. * used to generated the glowing objects (the smaller the faster).
  112092. */
  112093. mainTextureRatio: number;
  112094. /**
  112095. * Enforces a fixed size texture to ensure resize independant blur.
  112096. */
  112097. mainTextureFixedSize?: number;
  112098. /**
  112099. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112100. * of the picture to blur (the smaller the faster).
  112101. */
  112102. blurTextureSizeRatio: number;
  112103. /**
  112104. * How big in texel of the blur texture is the vertical blur.
  112105. */
  112106. blurVerticalSize: number;
  112107. /**
  112108. * How big in texel of the blur texture is the horizontal blur.
  112109. */
  112110. blurHorizontalSize: number;
  112111. /**
  112112. * Alpha blending mode used to apply the blur. Default is combine.
  112113. */
  112114. alphaBlendingMode: number;
  112115. /**
  112116. * The camera attached to the layer.
  112117. */
  112118. camera: Nullable<Camera>;
  112119. /**
  112120. * Should we display highlight as a solid stroke?
  112121. */
  112122. isStroke?: boolean;
  112123. /**
  112124. * The rendering group to draw the layer in.
  112125. */
  112126. renderingGroupId: number;
  112127. }
  112128. /**
  112129. * The highlight layer Helps adding a glow effect around a mesh.
  112130. *
  112131. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112132. * glowy meshes to your scene.
  112133. *
  112134. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112135. */
  112136. export class HighlightLayer extends EffectLayer {
  112137. name: string;
  112138. /**
  112139. * Effect Name of the highlight layer.
  112140. */
  112141. static readonly EffectName: string;
  112142. /**
  112143. * The neutral color used during the preparation of the glow effect.
  112144. * This is black by default as the blend operation is a blend operation.
  112145. */
  112146. static NeutralColor: Color4;
  112147. /**
  112148. * Stencil value used for glowing meshes.
  112149. */
  112150. static GlowingMeshStencilReference: number;
  112151. /**
  112152. * Stencil value used for the other meshes in the scene.
  112153. */
  112154. static NormalMeshStencilReference: number;
  112155. /**
  112156. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112157. */
  112158. innerGlow: boolean;
  112159. /**
  112160. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112161. */
  112162. outerGlow: boolean;
  112163. /**
  112164. * Specifies the horizontal size of the blur.
  112165. */
  112166. /**
  112167. * Gets the horizontal size of the blur.
  112168. */
  112169. blurHorizontalSize: number;
  112170. /**
  112171. * Specifies the vertical size of the blur.
  112172. */
  112173. /**
  112174. * Gets the vertical size of the blur.
  112175. */
  112176. blurVerticalSize: number;
  112177. /**
  112178. * An event triggered when the highlight layer is being blurred.
  112179. */
  112180. onBeforeBlurObservable: Observable<HighlightLayer>;
  112181. /**
  112182. * An event triggered when the highlight layer has been blurred.
  112183. */
  112184. onAfterBlurObservable: Observable<HighlightLayer>;
  112185. private _instanceGlowingMeshStencilReference;
  112186. private _options;
  112187. private _downSamplePostprocess;
  112188. private _horizontalBlurPostprocess;
  112189. private _verticalBlurPostprocess;
  112190. private _blurTexture;
  112191. private _meshes;
  112192. private _excludedMeshes;
  112193. /**
  112194. * Instantiates a new highlight Layer and references it to the scene..
  112195. * @param name The name of the layer
  112196. * @param scene The scene to use the layer in
  112197. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112198. */
  112199. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112200. /**
  112201. * Get the effect name of the layer.
  112202. * @return The effect name
  112203. */
  112204. getEffectName(): string;
  112205. /**
  112206. * Create the merge effect. This is the shader use to blit the information back
  112207. * to the main canvas at the end of the scene rendering.
  112208. */
  112209. protected _createMergeEffect(): Effect;
  112210. /**
  112211. * Creates the render target textures and post processes used in the highlight layer.
  112212. */
  112213. protected _createTextureAndPostProcesses(): void;
  112214. /**
  112215. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112216. */
  112217. needStencil(): boolean;
  112218. /**
  112219. * Checks for the readiness of the element composing the layer.
  112220. * @param subMesh the mesh to check for
  112221. * @param useInstances specify wether or not to use instances to render the mesh
  112222. * @param emissiveTexture the associated emissive texture used to generate the glow
  112223. * @return true if ready otherwise, false
  112224. */
  112225. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112226. /**
  112227. * Implementation specific of rendering the generating effect on the main canvas.
  112228. * @param effect The effect used to render through
  112229. */
  112230. protected _internalRender(effect: Effect): void;
  112231. /**
  112232. * Returns true if the layer contains information to display, otherwise false.
  112233. */
  112234. shouldRender(): boolean;
  112235. /**
  112236. * Returns true if the mesh should render, otherwise false.
  112237. * @param mesh The mesh to render
  112238. * @returns true if it should render otherwise false
  112239. */
  112240. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112241. /**
  112242. * Sets the required values for both the emissive texture and and the main color.
  112243. */
  112244. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112245. /**
  112246. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112247. * @param mesh The mesh to exclude from the highlight layer
  112248. */
  112249. addExcludedMesh(mesh: Mesh): void;
  112250. /**
  112251. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112252. * @param mesh The mesh to highlight
  112253. */
  112254. removeExcludedMesh(mesh: Mesh): void;
  112255. /**
  112256. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112257. * @param mesh mesh to test
  112258. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112259. */
  112260. hasMesh(mesh: AbstractMesh): boolean;
  112261. /**
  112262. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112263. * @param mesh The mesh to highlight
  112264. * @param color The color of the highlight
  112265. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112266. */
  112267. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112268. /**
  112269. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112270. * @param mesh The mesh to highlight
  112271. */
  112272. removeMesh(mesh: Mesh): void;
  112273. /**
  112274. * Force the stencil to the normal expected value for none glowing parts
  112275. */
  112276. private _defaultStencilReference;
  112277. /**
  112278. * Free any resources and references associated to a mesh.
  112279. * Internal use
  112280. * @param mesh The mesh to free.
  112281. * @hidden
  112282. */
  112283. _disposeMesh(mesh: Mesh): void;
  112284. /**
  112285. * Dispose the highlight layer and free resources.
  112286. */
  112287. dispose(): void;
  112288. /**
  112289. * Gets the class name of the effect layer
  112290. * @returns the string with the class name of the effect layer
  112291. */
  112292. getClassName(): string;
  112293. /**
  112294. * Serializes this Highlight layer
  112295. * @returns a serialized Highlight layer object
  112296. */
  112297. serialize(): any;
  112298. /**
  112299. * Creates a Highlight layer from parsed Highlight layer data
  112300. * @param parsedHightlightLayer defines the Highlight layer data
  112301. * @param scene defines the current scene
  112302. * @param rootUrl defines the root URL containing the Highlight layer information
  112303. * @returns a parsed Highlight layer
  112304. */
  112305. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112306. }
  112307. }
  112308. declare module BABYLON {
  112309. interface AbstractScene {
  112310. /**
  112311. * The list of layers (background and foreground) of the scene
  112312. */
  112313. layers: Array<Layer>;
  112314. }
  112315. /**
  112316. * Defines the layer scene component responsible to manage any layers
  112317. * in a given scene.
  112318. */
  112319. export class LayerSceneComponent implements ISceneComponent {
  112320. /**
  112321. * The component name helpfull to identify the component in the list of scene components.
  112322. */
  112323. readonly name: string;
  112324. /**
  112325. * The scene the component belongs to.
  112326. */
  112327. scene: Scene;
  112328. private _engine;
  112329. /**
  112330. * Creates a new instance of the component for the given scene
  112331. * @param scene Defines the scene to register the component in
  112332. */
  112333. constructor(scene: Scene);
  112334. /**
  112335. * Registers the component in a given scene
  112336. */
  112337. register(): void;
  112338. /**
  112339. * Rebuilds the elements related to this component in case of
  112340. * context lost for instance.
  112341. */
  112342. rebuild(): void;
  112343. /**
  112344. * Disposes the component and the associated ressources.
  112345. */
  112346. dispose(): void;
  112347. private _draw;
  112348. private _drawCameraPredicate;
  112349. private _drawCameraBackground;
  112350. private _drawCameraForeground;
  112351. private _drawRenderTargetPredicate;
  112352. private _drawRenderTargetBackground;
  112353. private _drawRenderTargetForeground;
  112354. /**
  112355. * Adds all the elements from the container to the scene
  112356. * @param container the container holding the elements
  112357. */
  112358. addFromContainer(container: AbstractScene): void;
  112359. /**
  112360. * Removes all the elements in the container from the scene
  112361. * @param container contains the elements to remove
  112362. * @param dispose if the removed element should be disposed (default: false)
  112363. */
  112364. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112365. }
  112366. }
  112367. declare module BABYLON {
  112368. /** @hidden */
  112369. export var layerPixelShader: {
  112370. name: string;
  112371. shader: string;
  112372. };
  112373. }
  112374. declare module BABYLON {
  112375. /** @hidden */
  112376. export var layerVertexShader: {
  112377. name: string;
  112378. shader: string;
  112379. };
  112380. }
  112381. declare module BABYLON {
  112382. /**
  112383. * This represents a full screen 2d layer.
  112384. * This can be useful to display a picture in the background of your scene for instance.
  112385. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112386. */
  112387. export class Layer {
  112388. /**
  112389. * Define the name of the layer.
  112390. */
  112391. name: string;
  112392. /**
  112393. * Define the texture the layer should display.
  112394. */
  112395. texture: Nullable<Texture>;
  112396. /**
  112397. * Is the layer in background or foreground.
  112398. */
  112399. isBackground: boolean;
  112400. /**
  112401. * Define the color of the layer (instead of texture).
  112402. */
  112403. color: Color4;
  112404. /**
  112405. * Define the scale of the layer in order to zoom in out of the texture.
  112406. */
  112407. scale: Vector2;
  112408. /**
  112409. * Define an offset for the layer in order to shift the texture.
  112410. */
  112411. offset: Vector2;
  112412. /**
  112413. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112414. */
  112415. alphaBlendingMode: number;
  112416. /**
  112417. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112418. * Alpha test will not mix with the background color in case of transparency.
  112419. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112420. */
  112421. alphaTest: boolean;
  112422. /**
  112423. * Define a mask to restrict the layer to only some of the scene cameras.
  112424. */
  112425. layerMask: number;
  112426. /**
  112427. * Define the list of render target the layer is visible into.
  112428. */
  112429. renderTargetTextures: RenderTargetTexture[];
  112430. /**
  112431. * Define if the layer is only used in renderTarget or if it also
  112432. * renders in the main frame buffer of the canvas.
  112433. */
  112434. renderOnlyInRenderTargetTextures: boolean;
  112435. private _scene;
  112436. private _vertexBuffers;
  112437. private _indexBuffer;
  112438. private _effect;
  112439. private _alphaTestEffect;
  112440. /**
  112441. * An event triggered when the layer is disposed.
  112442. */
  112443. onDisposeObservable: Observable<Layer>;
  112444. private _onDisposeObserver;
  112445. /**
  112446. * Back compatibility with callback before the onDisposeObservable existed.
  112447. * The set callback will be triggered when the layer has been disposed.
  112448. */
  112449. onDispose: () => void;
  112450. /**
  112451. * An event triggered before rendering the scene
  112452. */
  112453. onBeforeRenderObservable: Observable<Layer>;
  112454. private _onBeforeRenderObserver;
  112455. /**
  112456. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112457. * The set callback will be triggered just before rendering the layer.
  112458. */
  112459. onBeforeRender: () => void;
  112460. /**
  112461. * An event triggered after rendering the scene
  112462. */
  112463. onAfterRenderObservable: Observable<Layer>;
  112464. private _onAfterRenderObserver;
  112465. /**
  112466. * Back compatibility with callback before the onAfterRenderObservable existed.
  112467. * The set callback will be triggered just after rendering the layer.
  112468. */
  112469. onAfterRender: () => void;
  112470. /**
  112471. * Instantiates a new layer.
  112472. * This represents a full screen 2d layer.
  112473. * This can be useful to display a picture in the background of your scene for instance.
  112474. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112475. * @param name Define the name of the layer in the scene
  112476. * @param imgUrl Define the url of the texture to display in the layer
  112477. * @param scene Define the scene the layer belongs to
  112478. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112479. * @param color Defines a color for the layer
  112480. */
  112481. constructor(
  112482. /**
  112483. * Define the name of the layer.
  112484. */
  112485. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112486. private _createIndexBuffer;
  112487. /** @hidden */
  112488. _rebuild(): void;
  112489. /**
  112490. * Renders the layer in the scene.
  112491. */
  112492. render(): void;
  112493. /**
  112494. * Disposes and releases the associated ressources.
  112495. */
  112496. dispose(): void;
  112497. }
  112498. }
  112499. declare module BABYLON {
  112500. /** @hidden */
  112501. export var lensFlarePixelShader: {
  112502. name: string;
  112503. shader: string;
  112504. };
  112505. }
  112506. declare module BABYLON {
  112507. /** @hidden */
  112508. export var lensFlareVertexShader: {
  112509. name: string;
  112510. shader: string;
  112511. };
  112512. }
  112513. declare module BABYLON {
  112514. /**
  112515. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112516. * It is usually composed of several `lensFlare`.
  112517. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112518. */
  112519. export class LensFlareSystem {
  112520. /**
  112521. * Define the name of the lens flare system
  112522. */
  112523. name: string;
  112524. /**
  112525. * List of lens flares used in this system.
  112526. */
  112527. lensFlares: LensFlare[];
  112528. /**
  112529. * Define a limit from the border the lens flare can be visible.
  112530. */
  112531. borderLimit: number;
  112532. /**
  112533. * Define a viewport border we do not want to see the lens flare in.
  112534. */
  112535. viewportBorder: number;
  112536. /**
  112537. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112538. */
  112539. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112540. /**
  112541. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112542. */
  112543. layerMask: number;
  112544. /**
  112545. * Define the id of the lens flare system in the scene.
  112546. * (equal to name by default)
  112547. */
  112548. id: string;
  112549. private _scene;
  112550. private _emitter;
  112551. private _vertexBuffers;
  112552. private _indexBuffer;
  112553. private _effect;
  112554. private _positionX;
  112555. private _positionY;
  112556. private _isEnabled;
  112557. /** @hidden */
  112558. static _SceneComponentInitialization: (scene: Scene) => void;
  112559. /**
  112560. * Instantiates a lens flare system.
  112561. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112562. * It is usually composed of several `lensFlare`.
  112563. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112564. * @param name Define the name of the lens flare system in the scene
  112565. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112566. * @param scene Define the scene the lens flare system belongs to
  112567. */
  112568. constructor(
  112569. /**
  112570. * Define the name of the lens flare system
  112571. */
  112572. name: string, emitter: any, scene: Scene);
  112573. /**
  112574. * Define if the lens flare system is enabled.
  112575. */
  112576. isEnabled: boolean;
  112577. /**
  112578. * Get the scene the effects belongs to.
  112579. * @returns the scene holding the lens flare system
  112580. */
  112581. getScene(): Scene;
  112582. /**
  112583. * Get the emitter of the lens flare system.
  112584. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112585. * @returns the emitter of the lens flare system
  112586. */
  112587. getEmitter(): any;
  112588. /**
  112589. * Set the emitter of the lens flare system.
  112590. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112591. * @param newEmitter Define the new emitter of the system
  112592. */
  112593. setEmitter(newEmitter: any): void;
  112594. /**
  112595. * Get the lens flare system emitter position.
  112596. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112597. * @returns the position
  112598. */
  112599. getEmitterPosition(): Vector3;
  112600. /**
  112601. * @hidden
  112602. */
  112603. computeEffectivePosition(globalViewport: Viewport): boolean;
  112604. /** @hidden */
  112605. _isVisible(): boolean;
  112606. /**
  112607. * @hidden
  112608. */
  112609. render(): boolean;
  112610. /**
  112611. * Dispose and release the lens flare with its associated resources.
  112612. */
  112613. dispose(): void;
  112614. /**
  112615. * Parse a lens flare system from a JSON repressentation
  112616. * @param parsedLensFlareSystem Define the JSON to parse
  112617. * @param scene Define the scene the parsed system should be instantiated in
  112618. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112619. * @returns the parsed system
  112620. */
  112621. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112622. /**
  112623. * Serialize the current Lens Flare System into a JSON representation.
  112624. * @returns the serialized JSON
  112625. */
  112626. serialize(): any;
  112627. }
  112628. }
  112629. declare module BABYLON {
  112630. /**
  112631. * This represents one of the lens effect in a `lensFlareSystem`.
  112632. * It controls one of the indiviual texture used in the effect.
  112633. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112634. */
  112635. export class LensFlare {
  112636. /**
  112637. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112638. */
  112639. size: number;
  112640. /**
  112641. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  112642. */
  112643. position: number;
  112644. /**
  112645. * Define the lens color.
  112646. */
  112647. color: Color3;
  112648. /**
  112649. * Define the lens texture.
  112650. */
  112651. texture: Nullable<Texture>;
  112652. /**
  112653. * Define the alpha mode to render this particular lens.
  112654. */
  112655. alphaMode: number;
  112656. private _system;
  112657. /**
  112658. * Creates a new Lens Flare.
  112659. * This represents one of the lens effect in a `lensFlareSystem`.
  112660. * It controls one of the indiviual texture used in the effect.
  112661. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112662. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112663. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  112664. * @param color Define the lens color
  112665. * @param imgUrl Define the lens texture url
  112666. * @param system Define the `lensFlareSystem` this flare is part of
  112667. * @returns The newly created Lens Flare
  112668. */
  112669. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112670. /**
  112671. * Instantiates a new Lens Flare.
  112672. * This represents one of the lens effect in a `lensFlareSystem`.
  112673. * It controls one of the indiviual texture used in the effect.
  112674. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112675. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112676. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  112677. * @param color Define the lens color
  112678. * @param imgUrl Define the lens texture url
  112679. * @param system Define the `lensFlareSystem` this flare is part of
  112680. */
  112681. constructor(
  112682. /**
  112683. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112684. */
  112685. size: number,
  112686. /**
  112687. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  112688. */
  112689. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112690. /**
  112691. * Dispose and release the lens flare with its associated resources.
  112692. */
  112693. dispose(): void;
  112694. }
  112695. }
  112696. declare module BABYLON {
  112697. interface AbstractScene {
  112698. /**
  112699. * The list of lens flare system added to the scene
  112700. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112701. */
  112702. lensFlareSystems: Array<LensFlareSystem>;
  112703. /**
  112704. * Removes the given lens flare system from this scene.
  112705. * @param toRemove The lens flare system to remove
  112706. * @returns The index of the removed lens flare system
  112707. */
  112708. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  112709. /**
  112710. * Adds the given lens flare system to this scene
  112711. * @param newLensFlareSystem The lens flare system to add
  112712. */
  112713. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  112714. /**
  112715. * Gets a lens flare system using its name
  112716. * @param name defines the name to look for
  112717. * @returns the lens flare system or null if not found
  112718. */
  112719. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  112720. /**
  112721. * Gets a lens flare system using its id
  112722. * @param id defines the id to look for
  112723. * @returns the lens flare system or null if not found
  112724. */
  112725. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  112726. }
  112727. /**
  112728. * Defines the lens flare scene component responsible to manage any lens flares
  112729. * in a given scene.
  112730. */
  112731. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  112732. /**
  112733. * The component name helpfull to identify the component in the list of scene components.
  112734. */
  112735. readonly name: string;
  112736. /**
  112737. * The scene the component belongs to.
  112738. */
  112739. scene: Scene;
  112740. /**
  112741. * Creates a new instance of the component for the given scene
  112742. * @param scene Defines the scene to register the component in
  112743. */
  112744. constructor(scene: Scene);
  112745. /**
  112746. * Registers the component in a given scene
  112747. */
  112748. register(): void;
  112749. /**
  112750. * Rebuilds the elements related to this component in case of
  112751. * context lost for instance.
  112752. */
  112753. rebuild(): void;
  112754. /**
  112755. * Adds all the elements from the container to the scene
  112756. * @param container the container holding the elements
  112757. */
  112758. addFromContainer(container: AbstractScene): void;
  112759. /**
  112760. * Removes all the elements in the container from the scene
  112761. * @param container contains the elements to remove
  112762. * @param dispose if the removed element should be disposed (default: false)
  112763. */
  112764. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112765. /**
  112766. * Serializes the component data to the specified json object
  112767. * @param serializationObject The object to serialize to
  112768. */
  112769. serialize(serializationObject: any): void;
  112770. /**
  112771. * Disposes the component and the associated ressources.
  112772. */
  112773. dispose(): void;
  112774. private _draw;
  112775. }
  112776. }
  112777. declare module BABYLON {
  112778. /**
  112779. * Defines the shadow generator component responsible to manage any shadow generators
  112780. * in a given scene.
  112781. */
  112782. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  112783. /**
  112784. * The component name helpfull to identify the component in the list of scene components.
  112785. */
  112786. readonly name: string;
  112787. /**
  112788. * The scene the component belongs to.
  112789. */
  112790. scene: Scene;
  112791. /**
  112792. * Creates a new instance of the component for the given scene
  112793. * @param scene Defines the scene to register the component in
  112794. */
  112795. constructor(scene: Scene);
  112796. /**
  112797. * Registers the component in a given scene
  112798. */
  112799. register(): void;
  112800. /**
  112801. * Rebuilds the elements related to this component in case of
  112802. * context lost for instance.
  112803. */
  112804. rebuild(): void;
  112805. /**
  112806. * Serializes the component data to the specified json object
  112807. * @param serializationObject The object to serialize to
  112808. */
  112809. serialize(serializationObject: any): void;
  112810. /**
  112811. * Adds all the elements from the container to the scene
  112812. * @param container the container holding the elements
  112813. */
  112814. addFromContainer(container: AbstractScene): void;
  112815. /**
  112816. * Removes all the elements in the container from the scene
  112817. * @param container contains the elements to remove
  112818. * @param dispose if the removed element should be disposed (default: false)
  112819. */
  112820. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112821. /**
  112822. * Rebuilds the elements related to this component in case of
  112823. * context lost for instance.
  112824. */
  112825. dispose(): void;
  112826. private _gatherRenderTargets;
  112827. }
  112828. }
  112829. declare module BABYLON {
  112830. /**
  112831. * A point light is a light defined by an unique point in world space.
  112832. * The light is emitted in every direction from this point.
  112833. * A good example of a point light is a standard light bulb.
  112834. * Documentation: https://doc.babylonjs.com/babylon101/lights
  112835. */
  112836. export class PointLight extends ShadowLight {
  112837. private _shadowAngle;
  112838. /**
  112839. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112840. * This specifies what angle the shadow will use to be created.
  112841. *
  112842. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112843. */
  112844. /**
  112845. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112846. * This specifies what angle the shadow will use to be created.
  112847. *
  112848. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  112849. */
  112850. shadowAngle: number;
  112851. /**
  112852. * Gets the direction if it has been set.
  112853. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112854. */
  112855. /**
  112856. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  112857. */
  112858. direction: Vector3;
  112859. /**
  112860. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  112861. * A PointLight emits the light in every direction.
  112862. * It can cast shadows.
  112863. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  112864. * ```javascript
  112865. * var pointLight = new PointLight("pl", camera.position, scene);
  112866. * ```
  112867. * Documentation : https://doc.babylonjs.com/babylon101/lights
  112868. * @param name The light friendly name
  112869. * @param position The position of the point light in the scene
  112870. * @param scene The scene the lights belongs to
  112871. */
  112872. constructor(name: string, position: Vector3, scene: Scene);
  112873. /**
  112874. * Returns the string "PointLight"
  112875. * @returns the class name
  112876. */
  112877. getClassName(): string;
  112878. /**
  112879. * Returns the integer 0.
  112880. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  112881. */
  112882. getTypeID(): number;
  112883. /**
  112884. * Specifies wether or not the shadowmap should be a cube texture.
  112885. * @returns true if the shadowmap needs to be a cube texture.
  112886. */
  112887. needCube(): boolean;
  112888. /**
  112889. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  112890. * @param faceIndex The index of the face we are computed the direction to generate shadow
  112891. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  112892. */
  112893. getShadowDirection(faceIndex?: number): Vector3;
  112894. /**
  112895. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  112896. * - fov = PI / 2
  112897. * - aspect ratio : 1.0
  112898. * - z-near and far equal to the active camera minZ and maxZ.
  112899. * Returns the PointLight.
  112900. */
  112901. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  112902. protected _buildUniformLayout(): void;
  112903. /**
  112904. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  112905. * @param effect The effect to update
  112906. * @param lightIndex The index of the light in the effect to update
  112907. * @returns The point light
  112908. */
  112909. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  112910. /**
  112911. * Prepares the list of defines specific to the light type.
  112912. * @param defines the list of defines
  112913. * @param lightIndex defines the index of the light for the effect
  112914. */
  112915. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  112916. }
  112917. }
  112918. declare module BABYLON {
  112919. /**
  112920. * Header information of HDR texture files.
  112921. */
  112922. export interface HDRInfo {
  112923. /**
  112924. * The height of the texture in pixels.
  112925. */
  112926. height: number;
  112927. /**
  112928. * The width of the texture in pixels.
  112929. */
  112930. width: number;
  112931. /**
  112932. * The index of the beginning of the data in the binary file.
  112933. */
  112934. dataPosition: number;
  112935. }
  112936. /**
  112937. * This groups tools to convert HDR texture to native colors array.
  112938. */
  112939. export class HDRTools {
  112940. private static Ldexp;
  112941. private static Rgbe2float;
  112942. private static readStringLine;
  112943. /**
  112944. * Reads header information from an RGBE texture stored in a native array.
  112945. * More information on this format are available here:
  112946. * https://en.wikipedia.org/wiki/RGBE_image_format
  112947. *
  112948. * @param uint8array The binary file stored in native array.
  112949. * @return The header information.
  112950. */
  112951. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  112952. /**
  112953. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  112954. * This RGBE texture needs to store the information as a panorama.
  112955. *
  112956. * More information on this format are available here:
  112957. * https://en.wikipedia.org/wiki/RGBE_image_format
  112958. *
  112959. * @param buffer The binary file stored in an array buffer.
  112960. * @param size The expected size of the extracted cubemap.
  112961. * @return The Cube Map information.
  112962. */
  112963. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  112964. /**
  112965. * Returns the pixels data extracted from an RGBE texture.
  112966. * This pixels will be stored left to right up to down in the R G B order in one array.
  112967. *
  112968. * More information on this format are available here:
  112969. * https://en.wikipedia.org/wiki/RGBE_image_format
  112970. *
  112971. * @param uint8array The binary file stored in an array buffer.
  112972. * @param hdrInfo The header information of the file.
  112973. * @return The pixels data in RGB right to left up to down order.
  112974. */
  112975. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  112976. private static RGBE_ReadPixels_RLE;
  112977. }
  112978. }
  112979. declare module BABYLON {
  112980. /**
  112981. * This represents a texture coming from an HDR input.
  112982. *
  112983. * The only supported format is currently panorama picture stored in RGBE format.
  112984. * Example of such files can be found on HDRLib: http://hdrlib.com/
  112985. */
  112986. export class HDRCubeTexture extends BaseTexture {
  112987. private static _facesMapping;
  112988. private _generateHarmonics;
  112989. private _noMipmap;
  112990. private _textureMatrix;
  112991. private _size;
  112992. private _onLoad;
  112993. private _onError;
  112994. /**
  112995. * The texture URL.
  112996. */
  112997. url: string;
  112998. /**
  112999. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113000. */
  113001. coordinatesMode: number;
  113002. protected _isBlocking: boolean;
  113003. /**
  113004. * Sets wether or not the texture is blocking during loading.
  113005. */
  113006. /**
  113007. * Gets wether or not the texture is blocking during loading.
  113008. */
  113009. isBlocking: boolean;
  113010. protected _rotationY: number;
  113011. /**
  113012. * Sets texture matrix rotation angle around Y axis in radians.
  113013. */
  113014. /**
  113015. * Gets texture matrix rotation angle around Y axis radians.
  113016. */
  113017. rotationY: number;
  113018. /**
  113019. * Gets or sets the center of the bounding box associated with the cube texture
  113020. * It must define where the camera used to render the texture was set
  113021. */
  113022. boundingBoxPosition: Vector3;
  113023. private _boundingBoxSize;
  113024. /**
  113025. * Gets or sets the size of the bounding box associated with the cube texture
  113026. * When defined, the cubemap will switch to local mode
  113027. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113028. * @example https://www.babylonjs-playground.com/#RNASML
  113029. */
  113030. boundingBoxSize: Vector3;
  113031. /**
  113032. * Instantiates an HDRTexture from the following parameters.
  113033. *
  113034. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113035. * @param scene The scene the texture will be used in
  113036. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113037. * @param noMipmap Forces to not generate the mipmap if true
  113038. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113039. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  113040. * @param reserved Reserved flag for internal use.
  113041. */
  113042. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  113043. /**
  113044. * Get the current class name of the texture useful for serialization or dynamic coding.
  113045. * @returns "HDRCubeTexture"
  113046. */
  113047. getClassName(): string;
  113048. /**
  113049. * Occurs when the file is raw .hdr file.
  113050. */
  113051. private loadTexture;
  113052. clone(): HDRCubeTexture;
  113053. delayLoad(): void;
  113054. /**
  113055. * Get the texture reflection matrix used to rotate/transform the reflection.
  113056. * @returns the reflection matrix
  113057. */
  113058. getReflectionTextureMatrix(): Matrix;
  113059. /**
  113060. * Set the texture reflection matrix used to rotate/transform the reflection.
  113061. * @param value Define the reflection matrix to set
  113062. */
  113063. setReflectionTextureMatrix(value: Matrix): void;
  113064. /**
  113065. * Parses a JSON representation of an HDR Texture in order to create the texture
  113066. * @param parsedTexture Define the JSON representation
  113067. * @param scene Define the scene the texture should be created in
  113068. * @param rootUrl Define the root url in case we need to load relative dependencies
  113069. * @returns the newly created texture after parsing
  113070. */
  113071. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113072. serialize(): any;
  113073. }
  113074. }
  113075. declare module BABYLON {
  113076. /**
  113077. * Class used to control physics engine
  113078. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113079. */
  113080. export class PhysicsEngine implements IPhysicsEngine {
  113081. private _physicsPlugin;
  113082. /**
  113083. * Global value used to control the smallest number supported by the simulation
  113084. */
  113085. static Epsilon: number;
  113086. private _impostors;
  113087. private _joints;
  113088. /**
  113089. * Gets the gravity vector used by the simulation
  113090. */
  113091. gravity: Vector3;
  113092. /**
  113093. * Factory used to create the default physics plugin.
  113094. * @returns The default physics plugin
  113095. */
  113096. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113097. /**
  113098. * Creates a new Physics Engine
  113099. * @param gravity defines the gravity vector used by the simulation
  113100. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113101. */
  113102. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113103. /**
  113104. * Sets the gravity vector used by the simulation
  113105. * @param gravity defines the gravity vector to use
  113106. */
  113107. setGravity(gravity: Vector3): void;
  113108. /**
  113109. * Set the time step of the physics engine.
  113110. * Default is 1/60.
  113111. * To slow it down, enter 1/600 for example.
  113112. * To speed it up, 1/30
  113113. * @param newTimeStep defines the new timestep to apply to this world.
  113114. */
  113115. setTimeStep(newTimeStep?: number): void;
  113116. /**
  113117. * Get the time step of the physics engine.
  113118. * @returns the current time step
  113119. */
  113120. getTimeStep(): number;
  113121. /**
  113122. * Release all resources
  113123. */
  113124. dispose(): void;
  113125. /**
  113126. * Gets the name of the current physics plugin
  113127. * @returns the name of the plugin
  113128. */
  113129. getPhysicsPluginName(): string;
  113130. /**
  113131. * Adding a new impostor for the impostor tracking.
  113132. * This will be done by the impostor itself.
  113133. * @param impostor the impostor to add
  113134. */
  113135. addImpostor(impostor: PhysicsImpostor): void;
  113136. /**
  113137. * Remove an impostor from the engine.
  113138. * This impostor and its mesh will not longer be updated by the physics engine.
  113139. * @param impostor the impostor to remove
  113140. */
  113141. removeImpostor(impostor: PhysicsImpostor): void;
  113142. /**
  113143. * Add a joint to the physics engine
  113144. * @param mainImpostor defines the main impostor to which the joint is added.
  113145. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113146. * @param joint defines the joint that will connect both impostors.
  113147. */
  113148. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113149. /**
  113150. * Removes a joint from the simulation
  113151. * @param mainImpostor defines the impostor used with the joint
  113152. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113153. * @param joint defines the joint to remove
  113154. */
  113155. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113156. /**
  113157. * Called by the scene. No need to call it.
  113158. * @param delta defines the timespam between frames
  113159. */
  113160. _step(delta: number): void;
  113161. /**
  113162. * Gets the current plugin used to run the simulation
  113163. * @returns current plugin
  113164. */
  113165. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113166. /**
  113167. * Gets the list of physic impostors
  113168. * @returns an array of PhysicsImpostor
  113169. */
  113170. getImpostors(): Array<PhysicsImpostor>;
  113171. /**
  113172. * Gets the impostor for a physics enabled object
  113173. * @param object defines the object impersonated by the impostor
  113174. * @returns the PhysicsImpostor or null if not found
  113175. */
  113176. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113177. /**
  113178. * Gets the impostor for a physics body object
  113179. * @param body defines physics body used by the impostor
  113180. * @returns the PhysicsImpostor or null if not found
  113181. */
  113182. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113183. /**
  113184. * Does a raycast in the physics world
  113185. * @param from when should the ray start?
  113186. * @param to when should the ray end?
  113187. * @returns PhysicsRaycastResult
  113188. */
  113189. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113190. }
  113191. }
  113192. declare module BABYLON {
  113193. /** @hidden */
  113194. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113195. private _useDeltaForWorldStep;
  113196. world: any;
  113197. name: string;
  113198. private _physicsMaterials;
  113199. private _fixedTimeStep;
  113200. private _cannonRaycastResult;
  113201. private _raycastResult;
  113202. private _physicsBodysToRemoveAfterStep;
  113203. BJSCANNON: any;
  113204. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113205. setGravity(gravity: Vector3): void;
  113206. setTimeStep(timeStep: number): void;
  113207. getTimeStep(): number;
  113208. executeStep(delta: number): void;
  113209. private _removeMarkedPhysicsBodiesFromWorld;
  113210. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113211. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113212. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113213. private _processChildMeshes;
  113214. removePhysicsBody(impostor: PhysicsImpostor): void;
  113215. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113216. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113217. private _addMaterial;
  113218. private _checkWithEpsilon;
  113219. private _createShape;
  113220. private _createHeightmap;
  113221. private _minus90X;
  113222. private _plus90X;
  113223. private _tmpPosition;
  113224. private _tmpDeltaPosition;
  113225. private _tmpUnityRotation;
  113226. private _updatePhysicsBodyTransformation;
  113227. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113228. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113229. isSupported(): boolean;
  113230. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113231. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113232. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113233. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113234. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113235. getBodyMass(impostor: PhysicsImpostor): number;
  113236. getBodyFriction(impostor: PhysicsImpostor): number;
  113237. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113238. getBodyRestitution(impostor: PhysicsImpostor): number;
  113239. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113240. sleepBody(impostor: PhysicsImpostor): void;
  113241. wakeUpBody(impostor: PhysicsImpostor): void;
  113242. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113243. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113244. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113245. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113246. getRadius(impostor: PhysicsImpostor): number;
  113247. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113248. dispose(): void;
  113249. private _extendNamespace;
  113250. /**
  113251. * Does a raycast in the physics world
  113252. * @param from when should the ray start?
  113253. * @param to when should the ray end?
  113254. * @returns PhysicsRaycastResult
  113255. */
  113256. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113257. }
  113258. }
  113259. declare module BABYLON {
  113260. /** @hidden */
  113261. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113262. world: any;
  113263. name: string;
  113264. BJSOIMO: any;
  113265. private _raycastResult;
  113266. constructor(iterations?: number, oimoInjection?: any);
  113267. setGravity(gravity: Vector3): void;
  113268. setTimeStep(timeStep: number): void;
  113269. getTimeStep(): number;
  113270. private _tmpImpostorsArray;
  113271. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113272. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113273. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113274. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113275. private _tmpPositionVector;
  113276. removePhysicsBody(impostor: PhysicsImpostor): void;
  113277. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113278. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113279. isSupported(): boolean;
  113280. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113281. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113282. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113283. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113284. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113285. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113286. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113287. getBodyMass(impostor: PhysicsImpostor): number;
  113288. getBodyFriction(impostor: PhysicsImpostor): number;
  113289. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113290. getBodyRestitution(impostor: PhysicsImpostor): number;
  113291. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113292. sleepBody(impostor: PhysicsImpostor): void;
  113293. wakeUpBody(impostor: PhysicsImpostor): void;
  113294. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113295. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113296. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113297. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113298. getRadius(impostor: PhysicsImpostor): number;
  113299. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113300. dispose(): void;
  113301. /**
  113302. * Does a raycast in the physics world
  113303. * @param from when should the ray start?
  113304. * @param to when should the ray end?
  113305. * @returns PhysicsRaycastResult
  113306. */
  113307. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113308. }
  113309. }
  113310. declare module BABYLON {
  113311. /**
  113312. * Class containing static functions to help procedurally build meshes
  113313. */
  113314. export class RibbonBuilder {
  113315. /**
  113316. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113317. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113318. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113319. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113320. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  113321. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  113322. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  113323. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113324. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113325. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113326. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  113327. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113328. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  113329. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113331. * @param name defines the name of the mesh
  113332. * @param options defines the options used to create the mesh
  113333. * @param scene defines the hosting scene
  113334. * @returns the ribbon mesh
  113335. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113336. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113337. */
  113338. static CreateRibbon(name: string, options: {
  113339. pathArray: Vector3[][];
  113340. closeArray?: boolean;
  113341. closePath?: boolean;
  113342. offset?: number;
  113343. updatable?: boolean;
  113344. sideOrientation?: number;
  113345. frontUVs?: Vector4;
  113346. backUVs?: Vector4;
  113347. instance?: Mesh;
  113348. invertUV?: boolean;
  113349. uvs?: Vector2[];
  113350. colors?: Color4[];
  113351. }, scene?: Nullable<Scene>): Mesh;
  113352. }
  113353. }
  113354. declare module BABYLON {
  113355. /**
  113356. * Class containing static functions to help procedurally build meshes
  113357. */
  113358. export class ShapeBuilder {
  113359. /**
  113360. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113361. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  113362. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113363. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  113364. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113365. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  113366. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113367. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113368. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113369. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113370. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113371. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113372. * @param name defines the name of the mesh
  113373. * @param options defines the options used to create the mesh
  113374. * @param scene defines the hosting scene
  113375. * @returns the extruded shape mesh
  113376. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113377. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113378. */
  113379. static ExtrudeShape(name: string, options: {
  113380. shape: Vector3[];
  113381. path: Vector3[];
  113382. scale?: number;
  113383. rotation?: number;
  113384. cap?: number;
  113385. updatable?: boolean;
  113386. sideOrientation?: number;
  113387. frontUVs?: Vector4;
  113388. backUVs?: Vector4;
  113389. instance?: Mesh;
  113390. invertUV?: boolean;
  113391. }, scene?: Nullable<Scene>): Mesh;
  113392. /**
  113393. * Creates an custom extruded shape mesh.
  113394. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113395. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  113396. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113397. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  113398. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113399. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  113400. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113401. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113402. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113403. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  113404. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  113405. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113406. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113407. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  113408. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113410. * @param name defines the name of the mesh
  113411. * @param options defines the options used to create the mesh
  113412. * @param scene defines the hosting scene
  113413. * @returns the custom extruded shape mesh
  113414. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113415. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113416. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113417. */
  113418. static ExtrudeShapeCustom(name: string, options: {
  113419. shape: Vector3[];
  113420. path: Vector3[];
  113421. scaleFunction?: any;
  113422. rotationFunction?: any;
  113423. ribbonCloseArray?: boolean;
  113424. ribbonClosePath?: boolean;
  113425. cap?: number;
  113426. updatable?: boolean;
  113427. sideOrientation?: number;
  113428. frontUVs?: Vector4;
  113429. backUVs?: Vector4;
  113430. instance?: Mesh;
  113431. invertUV?: boolean;
  113432. }, scene?: Nullable<Scene>): Mesh;
  113433. private static _ExtrudeShapeGeneric;
  113434. }
  113435. }
  113436. declare module BABYLON {
  113437. /**
  113438. * AmmoJS Physics plugin
  113439. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113440. * @see https://github.com/kripken/ammo.js/
  113441. */
  113442. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113443. private _useDeltaForWorldStep;
  113444. /**
  113445. * Reference to the Ammo library
  113446. */
  113447. bjsAMMO: any;
  113448. /**
  113449. * Created ammoJS world which physics bodies are added to
  113450. */
  113451. world: any;
  113452. /**
  113453. * Name of the plugin
  113454. */
  113455. name: string;
  113456. private _timeStep;
  113457. private _fixedTimeStep;
  113458. private _maxSteps;
  113459. private _tmpQuaternion;
  113460. private _tmpAmmoTransform;
  113461. private _tmpAmmoQuaternion;
  113462. private _tmpAmmoConcreteContactResultCallback;
  113463. private _collisionConfiguration;
  113464. private _dispatcher;
  113465. private _overlappingPairCache;
  113466. private _solver;
  113467. private _softBodySolver;
  113468. private _tmpAmmoVectorA;
  113469. private _tmpAmmoVectorB;
  113470. private _tmpAmmoVectorC;
  113471. private _tmpAmmoVectorD;
  113472. private _tmpContactCallbackResult;
  113473. private _tmpAmmoVectorRCA;
  113474. private _tmpAmmoVectorRCB;
  113475. private _raycastResult;
  113476. private static readonly DISABLE_COLLISION_FLAG;
  113477. private static readonly KINEMATIC_FLAG;
  113478. private static readonly DISABLE_DEACTIVATION_FLAG;
  113479. /**
  113480. * Initializes the ammoJS plugin
  113481. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113482. * @param ammoInjection can be used to inject your own ammo reference
  113483. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113484. */
  113485. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113486. /**
  113487. * Sets the gravity of the physics world (m/(s^2))
  113488. * @param gravity Gravity to set
  113489. */
  113490. setGravity(gravity: Vector3): void;
  113491. /**
  113492. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113493. * @param timeStep timestep to use in seconds
  113494. */
  113495. setTimeStep(timeStep: number): void;
  113496. /**
  113497. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  113498. * @param fixedTimeStep fixedTimeStep to use in seconds
  113499. */
  113500. setFixedTimeStep(fixedTimeStep: number): void;
  113501. /**
  113502. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113503. * @param maxSteps the maximum number of steps by the physics engine per frame
  113504. */
  113505. setMaxSteps(maxSteps: number): void;
  113506. /**
  113507. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113508. * @returns the current timestep in seconds
  113509. */
  113510. getTimeStep(): number;
  113511. private _isImpostorInContact;
  113512. private _isImpostorPairInContact;
  113513. private _stepSimulation;
  113514. /**
  113515. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113516. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113517. * After the step the babylon meshes are set to the position of the physics imposters
  113518. * @param delta amount of time to step forward
  113519. * @param impostors array of imposters to update before/after the step
  113520. */
  113521. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113522. /**
  113523. * Update babylon mesh to match physics world object
  113524. * @param impostor imposter to match
  113525. */
  113526. private _afterSoftStep;
  113527. /**
  113528. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113529. * @param impostor imposter to match
  113530. */
  113531. private _ropeStep;
  113532. /**
  113533. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113534. * @param impostor imposter to match
  113535. */
  113536. private _softbodyOrClothStep;
  113537. private _tmpVector;
  113538. private _tmpMatrix;
  113539. /**
  113540. * Applies an impulse on the imposter
  113541. * @param impostor imposter to apply impulse to
  113542. * @param force amount of force to be applied to the imposter
  113543. * @param contactPoint the location to apply the impulse on the imposter
  113544. */
  113545. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113546. /**
  113547. * Applies a force on the imposter
  113548. * @param impostor imposter to apply force
  113549. * @param force amount of force to be applied to the imposter
  113550. * @param contactPoint the location to apply the force on the imposter
  113551. */
  113552. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113553. /**
  113554. * Creates a physics body using the plugin
  113555. * @param impostor the imposter to create the physics body on
  113556. */
  113557. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113558. /**
  113559. * Removes the physics body from the imposter and disposes of the body's memory
  113560. * @param impostor imposter to remove the physics body from
  113561. */
  113562. removePhysicsBody(impostor: PhysicsImpostor): void;
  113563. /**
  113564. * Generates a joint
  113565. * @param impostorJoint the imposter joint to create the joint with
  113566. */
  113567. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113568. /**
  113569. * Removes a joint
  113570. * @param impostorJoint the imposter joint to remove the joint from
  113571. */
  113572. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113573. private _addMeshVerts;
  113574. /**
  113575. * Initialise the soft body vertices to match its object's (mesh) vertices
  113576. * Softbody vertices (nodes) are in world space and to match this
  113577. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113578. * @param impostor to create the softbody for
  113579. */
  113580. private _softVertexData;
  113581. /**
  113582. * Create an impostor's soft body
  113583. * @param impostor to create the softbody for
  113584. */
  113585. private _createSoftbody;
  113586. /**
  113587. * Create cloth for an impostor
  113588. * @param impostor to create the softbody for
  113589. */
  113590. private _createCloth;
  113591. /**
  113592. * Create rope for an impostor
  113593. * @param impostor to create the softbody for
  113594. */
  113595. private _createRope;
  113596. private _addHullVerts;
  113597. private _createShape;
  113598. /**
  113599. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113600. * @param impostor imposter containing the physics body and babylon object
  113601. */
  113602. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113603. /**
  113604. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113605. * @param impostor imposter containing the physics body and babylon object
  113606. * @param newPosition new position
  113607. * @param newRotation new rotation
  113608. */
  113609. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113610. /**
  113611. * If this plugin is supported
  113612. * @returns true if its supported
  113613. */
  113614. isSupported(): boolean;
  113615. /**
  113616. * Sets the linear velocity of the physics body
  113617. * @param impostor imposter to set the velocity on
  113618. * @param velocity velocity to set
  113619. */
  113620. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113621. /**
  113622. * Sets the angular velocity of the physics body
  113623. * @param impostor imposter to set the velocity on
  113624. * @param velocity velocity to set
  113625. */
  113626. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113627. /**
  113628. * gets the linear velocity
  113629. * @param impostor imposter to get linear velocity from
  113630. * @returns linear velocity
  113631. */
  113632. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113633. /**
  113634. * gets the angular velocity
  113635. * @param impostor imposter to get angular velocity from
  113636. * @returns angular velocity
  113637. */
  113638. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113639. /**
  113640. * Sets the mass of physics body
  113641. * @param impostor imposter to set the mass on
  113642. * @param mass mass to set
  113643. */
  113644. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113645. /**
  113646. * Gets the mass of the physics body
  113647. * @param impostor imposter to get the mass from
  113648. * @returns mass
  113649. */
  113650. getBodyMass(impostor: PhysicsImpostor): number;
  113651. /**
  113652. * Gets friction of the impostor
  113653. * @param impostor impostor to get friction from
  113654. * @returns friction value
  113655. */
  113656. getBodyFriction(impostor: PhysicsImpostor): number;
  113657. /**
  113658. * Sets friction of the impostor
  113659. * @param impostor impostor to set friction on
  113660. * @param friction friction value
  113661. */
  113662. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113663. /**
  113664. * Gets restitution of the impostor
  113665. * @param impostor impostor to get restitution from
  113666. * @returns restitution value
  113667. */
  113668. getBodyRestitution(impostor: PhysicsImpostor): number;
  113669. /**
  113670. * Sets resitution of the impostor
  113671. * @param impostor impostor to set resitution on
  113672. * @param restitution resitution value
  113673. */
  113674. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113675. /**
  113676. * Gets pressure inside the impostor
  113677. * @param impostor impostor to get pressure from
  113678. * @returns pressure value
  113679. */
  113680. getBodyPressure(impostor: PhysicsImpostor): number;
  113681. /**
  113682. * Sets pressure inside a soft body impostor
  113683. * Cloth and rope must remain 0 pressure
  113684. * @param impostor impostor to set pressure on
  113685. * @param pressure pressure value
  113686. */
  113687. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113688. /**
  113689. * Gets stiffness of the impostor
  113690. * @param impostor impostor to get stiffness from
  113691. * @returns pressure value
  113692. */
  113693. getBodyStiffness(impostor: PhysicsImpostor): number;
  113694. /**
  113695. * Sets stiffness of the impostor
  113696. * @param impostor impostor to set stiffness on
  113697. * @param stiffness stiffness value from 0 to 1
  113698. */
  113699. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  113700. /**
  113701. * Gets velocityIterations of the impostor
  113702. * @param impostor impostor to get velocity iterations from
  113703. * @returns velocityIterations value
  113704. */
  113705. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  113706. /**
  113707. * Sets velocityIterations of the impostor
  113708. * @param impostor impostor to set velocity iterations on
  113709. * @param velocityIterations velocityIterations value
  113710. */
  113711. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  113712. /**
  113713. * Gets positionIterations of the impostor
  113714. * @param impostor impostor to get position iterations from
  113715. * @returns positionIterations value
  113716. */
  113717. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  113718. /**
  113719. * Sets positionIterations of the impostor
  113720. * @param impostor impostor to set position on
  113721. * @param positionIterations positionIterations value
  113722. */
  113723. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  113724. /**
  113725. * Append an anchor to a cloth object
  113726. * @param impostor is the cloth impostor to add anchor to
  113727. * @param otherImpostor is the rigid impostor to anchor to
  113728. * @param width ratio across width from 0 to 1
  113729. * @param height ratio up height from 0 to 1
  113730. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  113731. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113732. */
  113733. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113734. /**
  113735. * Append an hook to a rope object
  113736. * @param impostor is the rope impostor to add hook to
  113737. * @param otherImpostor is the rigid impostor to hook to
  113738. * @param length ratio along the rope from 0 to 1
  113739. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  113740. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  113741. */
  113742. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  113743. /**
  113744. * Sleeps the physics body and stops it from being active
  113745. * @param impostor impostor to sleep
  113746. */
  113747. sleepBody(impostor: PhysicsImpostor): void;
  113748. /**
  113749. * Activates the physics body
  113750. * @param impostor impostor to activate
  113751. */
  113752. wakeUpBody(impostor: PhysicsImpostor): void;
  113753. /**
  113754. * Updates the distance parameters of the joint
  113755. * @param joint joint to update
  113756. * @param maxDistance maximum distance of the joint
  113757. * @param minDistance minimum distance of the joint
  113758. */
  113759. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113760. /**
  113761. * Sets a motor on the joint
  113762. * @param joint joint to set motor on
  113763. * @param speed speed of the motor
  113764. * @param maxForce maximum force of the motor
  113765. * @param motorIndex index of the motor
  113766. */
  113767. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113768. /**
  113769. * Sets the motors limit
  113770. * @param joint joint to set limit on
  113771. * @param upperLimit upper limit
  113772. * @param lowerLimit lower limit
  113773. */
  113774. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113775. /**
  113776. * Syncs the position and rotation of a mesh with the impostor
  113777. * @param mesh mesh to sync
  113778. * @param impostor impostor to update the mesh with
  113779. */
  113780. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113781. /**
  113782. * Gets the radius of the impostor
  113783. * @param impostor impostor to get radius from
  113784. * @returns the radius
  113785. */
  113786. getRadius(impostor: PhysicsImpostor): number;
  113787. /**
  113788. * Gets the box size of the impostor
  113789. * @param impostor impostor to get box size from
  113790. * @param result the resulting box size
  113791. */
  113792. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113793. /**
  113794. * Disposes of the impostor
  113795. */
  113796. dispose(): void;
  113797. /**
  113798. * Does a raycast in the physics world
  113799. * @param from when should the ray start?
  113800. * @param to when should the ray end?
  113801. * @returns PhysicsRaycastResult
  113802. */
  113803. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113804. }
  113805. }
  113806. declare module BABYLON {
  113807. interface AbstractScene {
  113808. /**
  113809. * The list of reflection probes added to the scene
  113810. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113811. */
  113812. reflectionProbes: Array<ReflectionProbe>;
  113813. /**
  113814. * Removes the given reflection probe from this scene.
  113815. * @param toRemove The reflection probe to remove
  113816. * @returns The index of the removed reflection probe
  113817. */
  113818. removeReflectionProbe(toRemove: ReflectionProbe): number;
  113819. /**
  113820. * Adds the given reflection probe to this scene.
  113821. * @param newReflectionProbe The reflection probe to add
  113822. */
  113823. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  113824. }
  113825. /**
  113826. * Class used to generate realtime reflection / refraction cube textures
  113827. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113828. */
  113829. export class ReflectionProbe {
  113830. /** defines the name of the probe */
  113831. name: string;
  113832. private _scene;
  113833. private _renderTargetTexture;
  113834. private _projectionMatrix;
  113835. private _viewMatrix;
  113836. private _target;
  113837. private _add;
  113838. private _attachedMesh;
  113839. private _invertYAxis;
  113840. /** Gets or sets probe position (center of the cube map) */
  113841. position: Vector3;
  113842. /**
  113843. * Creates a new reflection probe
  113844. * @param name defines the name of the probe
  113845. * @param size defines the texture resolution (for each face)
  113846. * @param scene defines the hosting scene
  113847. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113848. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113849. */
  113850. constructor(
  113851. /** defines the name of the probe */
  113852. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  113853. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113854. samples: number;
  113855. /** Gets or sets the refresh rate to use (on every frame by default) */
  113856. refreshRate: number;
  113857. /**
  113858. * Gets the hosting scene
  113859. * @returns a Scene
  113860. */
  113861. getScene(): Scene;
  113862. /** Gets the internal CubeTexture used to render to */
  113863. readonly cubeTexture: RenderTargetTexture;
  113864. /** Gets the list of meshes to render */
  113865. readonly renderList: Nullable<AbstractMesh[]>;
  113866. /**
  113867. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113868. * @param mesh defines the mesh to attach to
  113869. */
  113870. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113871. /**
  113872. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113873. * @param renderingGroupId The rendering group id corresponding to its index
  113874. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113875. */
  113876. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  113877. /**
  113878. * Clean all associated resources
  113879. */
  113880. dispose(): void;
  113881. /**
  113882. * Converts the reflection probe information to a readable string for debug purpose.
  113883. * @param fullDetails Supports for multiple levels of logging within scene loading
  113884. * @returns the human readable reflection probe info
  113885. */
  113886. toString(fullDetails?: boolean): string;
  113887. /**
  113888. * Get the class name of the relfection probe.
  113889. * @returns "ReflectionProbe"
  113890. */
  113891. getClassName(): string;
  113892. /**
  113893. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  113894. * @returns The JSON representation of the texture
  113895. */
  113896. serialize(): any;
  113897. /**
  113898. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  113899. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  113900. * @param scene Define the scene the parsed reflection probe should be instantiated in
  113901. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  113902. * @returns The parsed reflection probe if successful
  113903. */
  113904. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  113905. }
  113906. }
  113907. declare module BABYLON {
  113908. /** @hidden */
  113909. export var _BabylonLoaderRegistered: boolean;
  113910. }
  113911. declare module BABYLON {
  113912. /**
  113913. * The Physically based simple base material of BJS.
  113914. *
  113915. * This enables better naming and convention enforcements on top of the pbrMaterial.
  113916. * It is used as the base class for both the specGloss and metalRough conventions.
  113917. */
  113918. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  113919. /**
  113920. * Number of Simultaneous lights allowed on the material.
  113921. */
  113922. maxSimultaneousLights: number;
  113923. /**
  113924. * If sets to true, disables all the lights affecting the material.
  113925. */
  113926. disableLighting: boolean;
  113927. /**
  113928. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  113929. */
  113930. environmentTexture: BaseTexture;
  113931. /**
  113932. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113933. */
  113934. invertNormalMapX: boolean;
  113935. /**
  113936. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113937. */
  113938. invertNormalMapY: boolean;
  113939. /**
  113940. * Normal map used in the model.
  113941. */
  113942. normalTexture: BaseTexture;
  113943. /**
  113944. * Emissivie color used to self-illuminate the model.
  113945. */
  113946. emissiveColor: Color3;
  113947. /**
  113948. * Emissivie texture used to self-illuminate the model.
  113949. */
  113950. emissiveTexture: BaseTexture;
  113951. /**
  113952. * Occlusion Channel Strenght.
  113953. */
  113954. occlusionStrength: number;
  113955. /**
  113956. * Occlusion Texture of the material (adding extra occlusion effects).
  113957. */
  113958. occlusionTexture: BaseTexture;
  113959. /**
  113960. * Defines the alpha limits in alpha test mode.
  113961. */
  113962. alphaCutOff: number;
  113963. /**
  113964. * Gets the current double sided mode.
  113965. */
  113966. /**
  113967. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113968. */
  113969. doubleSided: boolean;
  113970. /**
  113971. * Stores the pre-calculated light information of a mesh in a texture.
  113972. */
  113973. lightmapTexture: BaseTexture;
  113974. /**
  113975. * If true, the light map contains occlusion information instead of lighting info.
  113976. */
  113977. useLightmapAsShadowmap: boolean;
  113978. /**
  113979. * Instantiates a new PBRMaterial instance.
  113980. *
  113981. * @param name The material name
  113982. * @param scene The scene the material will be use in.
  113983. */
  113984. constructor(name: string, scene: Scene);
  113985. getClassName(): string;
  113986. }
  113987. }
  113988. declare module BABYLON {
  113989. /**
  113990. * The PBR material of BJS following the metal roughness convention.
  113991. *
  113992. * This fits to the PBR convention in the GLTF definition:
  113993. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  113994. */
  113995. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  113996. /**
  113997. * The base color has two different interpretations depending on the value of metalness.
  113998. * When the material is a metal, the base color is the specific measured reflectance value
  113999. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114000. * of the material.
  114001. */
  114002. baseColor: Color3;
  114003. /**
  114004. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114005. * well as opacity information in the alpha channel.
  114006. */
  114007. baseTexture: BaseTexture;
  114008. /**
  114009. * Specifies the metallic scalar value of the material.
  114010. * Can also be used to scale the metalness values of the metallic texture.
  114011. */
  114012. metallic: number;
  114013. /**
  114014. * Specifies the roughness scalar value of the material.
  114015. * Can also be used to scale the roughness values of the metallic texture.
  114016. */
  114017. roughness: number;
  114018. /**
  114019. * Texture containing both the metallic value in the B channel and the
  114020. * roughness value in the G channel to keep better precision.
  114021. */
  114022. metallicRoughnessTexture: BaseTexture;
  114023. /**
  114024. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114025. *
  114026. * @param name The material name
  114027. * @param scene The scene the material will be use in.
  114028. */
  114029. constructor(name: string, scene: Scene);
  114030. /**
  114031. * Return the currrent class name of the material.
  114032. */
  114033. getClassName(): string;
  114034. /**
  114035. * Makes a duplicate of the current material.
  114036. * @param name - name to use for the new material.
  114037. */
  114038. clone(name: string): PBRMetallicRoughnessMaterial;
  114039. /**
  114040. * Serialize the material to a parsable JSON object.
  114041. */
  114042. serialize(): any;
  114043. /**
  114044. * Parses a JSON object correponding to the serialize function.
  114045. */
  114046. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114047. }
  114048. }
  114049. declare module BABYLON {
  114050. /**
  114051. * The PBR material of BJS following the specular glossiness convention.
  114052. *
  114053. * This fits to the PBR convention in the GLTF definition:
  114054. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114055. */
  114056. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114057. /**
  114058. * Specifies the diffuse color of the material.
  114059. */
  114060. diffuseColor: Color3;
  114061. /**
  114062. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114063. * channel.
  114064. */
  114065. diffuseTexture: BaseTexture;
  114066. /**
  114067. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114068. */
  114069. specularColor: Color3;
  114070. /**
  114071. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114072. */
  114073. glossiness: number;
  114074. /**
  114075. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114076. */
  114077. specularGlossinessTexture: BaseTexture;
  114078. /**
  114079. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114080. *
  114081. * @param name The material name
  114082. * @param scene The scene the material will be use in.
  114083. */
  114084. constructor(name: string, scene: Scene);
  114085. /**
  114086. * Return the currrent class name of the material.
  114087. */
  114088. getClassName(): string;
  114089. /**
  114090. * Makes a duplicate of the current material.
  114091. * @param name - name to use for the new material.
  114092. */
  114093. clone(name: string): PBRSpecularGlossinessMaterial;
  114094. /**
  114095. * Serialize the material to a parsable JSON object.
  114096. */
  114097. serialize(): any;
  114098. /**
  114099. * Parses a JSON object correponding to the serialize function.
  114100. */
  114101. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114102. }
  114103. }
  114104. declare module BABYLON {
  114105. /**
  114106. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114107. * It can help converting any input color in a desired output one. This can then be used to create effects
  114108. * from sepia, black and white to sixties or futuristic rendering...
  114109. *
  114110. * The only supported format is currently 3dl.
  114111. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114112. */
  114113. export class ColorGradingTexture extends BaseTexture {
  114114. /**
  114115. * The current texture matrix. (will always be identity in color grading texture)
  114116. */
  114117. private _textureMatrix;
  114118. /**
  114119. * The texture URL.
  114120. */
  114121. url: string;
  114122. /**
  114123. * Empty line regex stored for GC.
  114124. */
  114125. private static _noneEmptyLineRegex;
  114126. private _engine;
  114127. /**
  114128. * Instantiates a ColorGradingTexture from the following parameters.
  114129. *
  114130. * @param url The location of the color gradind data (currently only supporting 3dl)
  114131. * @param scene The scene the texture will be used in
  114132. */
  114133. constructor(url: string, scene: Scene);
  114134. /**
  114135. * Returns the texture matrix used in most of the material.
  114136. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114137. */
  114138. getTextureMatrix(): Matrix;
  114139. /**
  114140. * Occurs when the file being loaded is a .3dl LUT file.
  114141. */
  114142. private load3dlTexture;
  114143. /**
  114144. * Starts the loading process of the texture.
  114145. */
  114146. private loadTexture;
  114147. /**
  114148. * Clones the color gradind texture.
  114149. */
  114150. clone(): ColorGradingTexture;
  114151. /**
  114152. * Called during delayed load for textures.
  114153. */
  114154. delayLoad(): void;
  114155. /**
  114156. * Parses a color grading texture serialized by Babylon.
  114157. * @param parsedTexture The texture information being parsedTexture
  114158. * @param scene The scene to load the texture in
  114159. * @param rootUrl The root url of the data assets to load
  114160. * @return A color gradind texture
  114161. */
  114162. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114163. /**
  114164. * Serializes the LUT texture to json format.
  114165. */
  114166. serialize(): any;
  114167. }
  114168. }
  114169. declare module BABYLON {
  114170. /**
  114171. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114172. */
  114173. export class EquiRectangularCubeTexture extends BaseTexture {
  114174. /** The six faces of the cube. */
  114175. private static _FacesMapping;
  114176. private _noMipmap;
  114177. private _onLoad;
  114178. private _onError;
  114179. /** The size of the cubemap. */
  114180. private _size;
  114181. /** The buffer of the image. */
  114182. private _buffer;
  114183. /** The width of the input image. */
  114184. private _width;
  114185. /** The height of the input image. */
  114186. private _height;
  114187. /** The URL to the image. */
  114188. url: string;
  114189. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114190. coordinatesMode: number;
  114191. /**
  114192. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114193. * @param url The location of the image
  114194. * @param scene The scene the texture will be used in
  114195. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114196. * @param noMipmap Forces to not generate the mipmap if true
  114197. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114198. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114199. * @param onLoad — defines a callback called when texture is loaded
  114200. * @param onError — defines a callback called if there is an error
  114201. */
  114202. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114203. /**
  114204. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114205. */
  114206. private loadImage;
  114207. /**
  114208. * Convert the image buffer into a cubemap and create a CubeTexture.
  114209. */
  114210. private loadTexture;
  114211. /**
  114212. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114213. * @param buffer The ArrayBuffer that should be converted.
  114214. * @returns The buffer as Float32Array.
  114215. */
  114216. private getFloat32ArrayFromArrayBuffer;
  114217. /**
  114218. * Get the current class name of the texture useful for serialization or dynamic coding.
  114219. * @returns "EquiRectangularCubeTexture"
  114220. */
  114221. getClassName(): string;
  114222. /**
  114223. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114224. * @returns A clone of the current EquiRectangularCubeTexture.
  114225. */
  114226. clone(): EquiRectangularCubeTexture;
  114227. }
  114228. }
  114229. declare module BABYLON {
  114230. /**
  114231. * Based on jsTGALoader - Javascript loader for TGA file
  114232. * By Vincent Thibault
  114233. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114234. */
  114235. export class TGATools {
  114236. private static _TYPE_INDEXED;
  114237. private static _TYPE_RGB;
  114238. private static _TYPE_GREY;
  114239. private static _TYPE_RLE_INDEXED;
  114240. private static _TYPE_RLE_RGB;
  114241. private static _TYPE_RLE_GREY;
  114242. private static _ORIGIN_MASK;
  114243. private static _ORIGIN_SHIFT;
  114244. private static _ORIGIN_BL;
  114245. private static _ORIGIN_BR;
  114246. private static _ORIGIN_UL;
  114247. private static _ORIGIN_UR;
  114248. /**
  114249. * Gets the header of a TGA file
  114250. * @param data defines the TGA data
  114251. * @returns the header
  114252. */
  114253. static GetTGAHeader(data: Uint8Array): any;
  114254. /**
  114255. * Uploads TGA content to a Babylon Texture
  114256. * @hidden
  114257. */
  114258. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114259. /** @hidden */
  114260. 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;
  114261. /** @hidden */
  114262. 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;
  114263. /** @hidden */
  114264. 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;
  114265. /** @hidden */
  114266. 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;
  114267. /** @hidden */
  114268. 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;
  114269. /** @hidden */
  114270. 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;
  114271. }
  114272. }
  114273. declare module BABYLON {
  114274. /**
  114275. * Implementation of the TGA Texture Loader.
  114276. * @hidden
  114277. */
  114278. export class _TGATextureLoader implements IInternalTextureLoader {
  114279. /**
  114280. * Defines wether the loader supports cascade loading the different faces.
  114281. */
  114282. readonly supportCascades: boolean;
  114283. /**
  114284. * This returns if the loader support the current file information.
  114285. * @param extension defines the file extension of the file being loaded
  114286. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114287. * @param fallback defines the fallback internal texture if any
  114288. * @param isBase64 defines whether the texture is encoded as a base64
  114289. * @param isBuffer defines whether the texture data are stored as a buffer
  114290. * @returns true if the loader can load the specified file
  114291. */
  114292. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114293. /**
  114294. * Transform the url before loading if required.
  114295. * @param rootUrl the url of the texture
  114296. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114297. * @returns the transformed texture
  114298. */
  114299. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114300. /**
  114301. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114302. * @param rootUrl the url of the texture
  114303. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114304. * @returns the fallback texture
  114305. */
  114306. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114307. /**
  114308. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114309. * @param data contains the texture data
  114310. * @param texture defines the BabylonJS internal texture
  114311. * @param createPolynomials will be true if polynomials have been requested
  114312. * @param onLoad defines the callback to trigger once the texture is ready
  114313. * @param onError defines the callback to trigger in case of error
  114314. */
  114315. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114316. /**
  114317. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114318. * @param data contains the texture data
  114319. * @param texture defines the BabylonJS internal texture
  114320. * @param callback defines the method to call once ready to upload
  114321. */
  114322. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114323. }
  114324. }
  114325. declare module BABYLON {
  114326. /**
  114327. * Info about the .basis files
  114328. */
  114329. class BasisFileInfo {
  114330. /**
  114331. * If the file has alpha
  114332. */
  114333. hasAlpha: boolean;
  114334. /**
  114335. * Info about each image of the basis file
  114336. */
  114337. images: Array<{
  114338. levels: Array<{
  114339. width: number;
  114340. height: number;
  114341. transcodedPixels: ArrayBufferView;
  114342. }>;
  114343. }>;
  114344. }
  114345. /**
  114346. * Result of transcoding a basis file
  114347. */
  114348. class TranscodeResult {
  114349. /**
  114350. * Info about the .basis file
  114351. */
  114352. fileInfo: BasisFileInfo;
  114353. /**
  114354. * Format to use when loading the file
  114355. */
  114356. format: number;
  114357. }
  114358. /**
  114359. * Configuration options for the Basis transcoder
  114360. */
  114361. export class BasisTranscodeConfiguration {
  114362. /**
  114363. * Supported compression formats used to determine the supported output format of the transcoder
  114364. */
  114365. supportedCompressionFormats?: {
  114366. /**
  114367. * etc1 compression format
  114368. */
  114369. etc1?: boolean;
  114370. /**
  114371. * s3tc compression format
  114372. */
  114373. s3tc?: boolean;
  114374. /**
  114375. * pvrtc compression format
  114376. */
  114377. pvrtc?: boolean;
  114378. /**
  114379. * etc2 compression format
  114380. */
  114381. etc2?: boolean;
  114382. };
  114383. /**
  114384. * If mipmap levels should be loaded for transcoded images (Default: true)
  114385. */
  114386. loadMipmapLevels?: boolean;
  114387. /**
  114388. * Index of a single image to load (Default: all images)
  114389. */
  114390. loadSingleImage?: number;
  114391. }
  114392. /**
  114393. * Used to load .Basis files
  114394. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114395. */
  114396. export class BasisTools {
  114397. private static _IgnoreSupportedFormats;
  114398. /**
  114399. * URL to use when loading the basis transcoder
  114400. */
  114401. static JSModuleURL: string;
  114402. /**
  114403. * URL to use when loading the wasm module for the transcoder
  114404. */
  114405. static WasmModuleURL: string;
  114406. /**
  114407. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114408. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114409. * @returns internal format corresponding to the Basis format
  114410. */
  114411. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114412. private static _WorkerPromise;
  114413. private static _Worker;
  114414. private static _actionId;
  114415. private static _CreateWorkerAsync;
  114416. /**
  114417. * Transcodes a loaded image file to compressed pixel data
  114418. * @param imageData image data to transcode
  114419. * @param config configuration options for the transcoding
  114420. * @returns a promise resulting in the transcoded image
  114421. */
  114422. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114423. /**
  114424. * Loads a texture from the transcode result
  114425. * @param texture texture load to
  114426. * @param transcodeResult the result of transcoding the basis file to load from
  114427. */
  114428. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114429. }
  114430. }
  114431. declare module BABYLON {
  114432. /**
  114433. * Loader for .basis file format
  114434. */
  114435. export class _BasisTextureLoader implements IInternalTextureLoader {
  114436. /**
  114437. * Defines whether the loader supports cascade loading the different faces.
  114438. */
  114439. readonly supportCascades: boolean;
  114440. /**
  114441. * This returns if the loader support the current file information.
  114442. * @param extension defines the file extension of the file being loaded
  114443. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114444. * @param fallback defines the fallback internal texture if any
  114445. * @param isBase64 defines whether the texture is encoded as a base64
  114446. * @param isBuffer defines whether the texture data are stored as a buffer
  114447. * @returns true if the loader can load the specified file
  114448. */
  114449. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114450. /**
  114451. * Transform the url before loading if required.
  114452. * @param rootUrl the url of the texture
  114453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114454. * @returns the transformed texture
  114455. */
  114456. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114457. /**
  114458. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114459. * @param rootUrl the url of the texture
  114460. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114461. * @returns the fallback texture
  114462. */
  114463. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114464. /**
  114465. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114466. * @param data contains the texture data
  114467. * @param texture defines the BabylonJS internal texture
  114468. * @param createPolynomials will be true if polynomials have been requested
  114469. * @param onLoad defines the callback to trigger once the texture is ready
  114470. * @param onError defines the callback to trigger in case of error
  114471. */
  114472. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114473. /**
  114474. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114475. * @param data contains the texture data
  114476. * @param texture defines the BabylonJS internal texture
  114477. * @param callback defines the method to call once ready to upload
  114478. */
  114479. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114480. }
  114481. }
  114482. declare module BABYLON {
  114483. /**
  114484. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  114485. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114486. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114487. */
  114488. export class CustomProceduralTexture extends ProceduralTexture {
  114489. private _animate;
  114490. private _time;
  114491. private _config;
  114492. private _texturePath;
  114493. /**
  114494. * Instantiates a new Custom Procedural Texture.
  114495. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  114496. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114497. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114498. * @param name Define the name of the texture
  114499. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114500. * @param size Define the size of the texture to create
  114501. * @param scene Define the scene the texture belongs to
  114502. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114503. * @param generateMipMaps Define if the texture should creates mip maps or not
  114504. */
  114505. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114506. private _loadJson;
  114507. /**
  114508. * Is the texture ready to be used ? (rendered at least once)
  114509. * @returns true if ready, otherwise, false.
  114510. */
  114511. isReady(): boolean;
  114512. /**
  114513. * Render the texture to its associated render target.
  114514. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114515. */
  114516. render(useCameraPostProcess?: boolean): void;
  114517. /**
  114518. * Update the list of dependant textures samplers in the shader.
  114519. */
  114520. updateTextures(): void;
  114521. /**
  114522. * Update the uniform values of the procedural texture in the shader.
  114523. */
  114524. updateShaderUniforms(): void;
  114525. /**
  114526. * Define if the texture animates or not.
  114527. */
  114528. animate: boolean;
  114529. }
  114530. }
  114531. declare module BABYLON {
  114532. /** @hidden */
  114533. export var noisePixelShader: {
  114534. name: string;
  114535. shader: string;
  114536. };
  114537. }
  114538. declare module BABYLON {
  114539. /**
  114540. * Class used to generate noise procedural textures
  114541. */
  114542. export class NoiseProceduralTexture extends ProceduralTexture {
  114543. private _time;
  114544. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114545. brightness: number;
  114546. /** Defines the number of octaves to process */
  114547. octaves: number;
  114548. /** Defines the level of persistence (0.8 by default) */
  114549. persistence: number;
  114550. /** Gets or sets animation speed factor (default is 1) */
  114551. animationSpeedFactor: number;
  114552. /**
  114553. * Creates a new NoiseProceduralTexture
  114554. * @param name defines the name fo the texture
  114555. * @param size defines the size of the texture (default is 256)
  114556. * @param scene defines the hosting scene
  114557. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114558. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114559. */
  114560. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114561. private _updateShaderUniforms;
  114562. protected _getDefines(): string;
  114563. /** Generate the current state of the procedural texture */
  114564. render(useCameraPostProcess?: boolean): void;
  114565. /**
  114566. * Serializes this noise procedural texture
  114567. * @returns a serialized noise procedural texture object
  114568. */
  114569. serialize(): any;
  114570. /**
  114571. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114572. * @param parsedTexture defines parsed texture data
  114573. * @param scene defines the current scene
  114574. * @param rootUrl defines the root URL containing noise procedural texture information
  114575. * @returns a parsed NoiseProceduralTexture
  114576. */
  114577. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114578. }
  114579. }
  114580. declare module BABYLON {
  114581. /**
  114582. * Raw cube texture where the raw buffers are passed in
  114583. */
  114584. export class RawCubeTexture extends CubeTexture {
  114585. /**
  114586. * Creates a cube texture where the raw buffers are passed in.
  114587. * @param scene defines the scene the texture is attached to
  114588. * @param data defines the array of data to use to create each face
  114589. * @param size defines the size of the textures
  114590. * @param format defines the format of the data
  114591. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114592. * @param generateMipMaps defines if the engine should generate the mip levels
  114593. * @param invertY defines if data must be stored with Y axis inverted
  114594. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114595. * @param compression defines the compression used (null by default)
  114596. */
  114597. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114598. /**
  114599. * Updates the raw cube texture.
  114600. * @param data defines the data to store
  114601. * @param format defines the data format
  114602. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114603. * @param invertY defines if data must be stored with Y axis inverted
  114604. * @param compression defines the compression used (null by default)
  114605. * @param level defines which level of the texture to update
  114606. */
  114607. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114608. /**
  114609. * Updates a raw cube texture with RGBD encoded data.
  114610. * @param data defines the array of data [mipmap][face] to use to create each face
  114611. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114612. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114613. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114614. * @returns a promsie that resolves when the operation is complete
  114615. */
  114616. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114617. /**
  114618. * Clones the raw cube texture.
  114619. * @return a new cube texture
  114620. */
  114621. clone(): CubeTexture;
  114622. /** @hidden */
  114623. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114624. }
  114625. }
  114626. declare module BABYLON {
  114627. /**
  114628. * Class used to store 3D textures containing user data
  114629. */
  114630. export class RawTexture3D extends Texture {
  114631. /** Gets or sets the texture format to use */
  114632. format: number;
  114633. private _engine;
  114634. /**
  114635. * Create a new RawTexture3D
  114636. * @param data defines the data of the texture
  114637. * @param width defines the width of the texture
  114638. * @param height defines the height of the texture
  114639. * @param depth defines the depth of the texture
  114640. * @param format defines the texture format to use
  114641. * @param scene defines the hosting scene
  114642. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114643. * @param invertY defines if texture must be stored with Y axis inverted
  114644. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114645. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114646. */
  114647. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114648. /** Gets or sets the texture format to use */
  114649. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114650. /**
  114651. * Update the texture with new data
  114652. * @param data defines the data to store in the texture
  114653. */
  114654. update(data: ArrayBufferView): void;
  114655. }
  114656. }
  114657. declare module BABYLON {
  114658. /**
  114659. * Creates a refraction texture used by refraction channel of the standard material.
  114660. * It is like a mirror but to see through a material.
  114661. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114662. */
  114663. export class RefractionTexture extends RenderTargetTexture {
  114664. /**
  114665. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114666. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  114667. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114668. */
  114669. refractionPlane: Plane;
  114670. /**
  114671. * Define how deep under the surface we should see.
  114672. */
  114673. depth: number;
  114674. /**
  114675. * Creates a refraction texture used by refraction channel of the standard material.
  114676. * It is like a mirror but to see through a material.
  114677. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114678. * @param name Define the texture name
  114679. * @param size Define the size of the underlying texture
  114680. * @param scene Define the scene the refraction belongs to
  114681. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114682. */
  114683. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114684. /**
  114685. * Clone the refraction texture.
  114686. * @returns the cloned texture
  114687. */
  114688. clone(): RefractionTexture;
  114689. /**
  114690. * Serialize the texture to a JSON representation you could use in Parse later on
  114691. * @returns the serialized JSON representation
  114692. */
  114693. serialize(): any;
  114694. }
  114695. }
  114696. declare module BABYLON {
  114697. /**
  114698. * Defines the options related to the creation of an HtmlElementTexture
  114699. */
  114700. export interface IHtmlElementTextureOptions {
  114701. /**
  114702. * Defines wether mip maps should be created or not.
  114703. */
  114704. generateMipMaps?: boolean;
  114705. /**
  114706. * Defines the sampling mode of the texture.
  114707. */
  114708. samplingMode?: number;
  114709. /**
  114710. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  114711. */
  114712. engine: Nullable<Engine>;
  114713. /**
  114714. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  114715. */
  114716. scene: Nullable<Scene>;
  114717. }
  114718. /**
  114719. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  114720. * To be as efficient as possible depending on your constraints nothing aside the first upload
  114721. * is automatically managed.
  114722. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  114723. * in your application.
  114724. *
  114725. * As the update is not automatic, you need to call them manually.
  114726. */
  114727. export class HtmlElementTexture extends BaseTexture {
  114728. /**
  114729. * The texture URL.
  114730. */
  114731. element: HTMLVideoElement | HTMLCanvasElement;
  114732. private static readonly DefaultOptions;
  114733. private _textureMatrix;
  114734. private _engine;
  114735. private _isVideo;
  114736. private _generateMipMaps;
  114737. private _samplingMode;
  114738. /**
  114739. * Instantiates a HtmlElementTexture from the following parameters.
  114740. *
  114741. * @param name Defines the name of the texture
  114742. * @param element Defines the video or canvas the texture is filled with
  114743. * @param options Defines the other none mandatory texture creation options
  114744. */
  114745. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  114746. private _createInternalTexture;
  114747. /**
  114748. * Returns the texture matrix used in most of the material.
  114749. */
  114750. getTextureMatrix(): Matrix;
  114751. /**
  114752. * Updates the content of the texture.
  114753. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  114754. */
  114755. update(invertY?: Nullable<boolean>): void;
  114756. }
  114757. }
  114758. declare module BABYLON {
  114759. /**
  114760. * Enum used to define the target of a block
  114761. */
  114762. export enum NodeMaterialBlockTargets {
  114763. /** Vertex shader */
  114764. Vertex = 1,
  114765. /** Fragment shader */
  114766. Fragment = 2,
  114767. /** Neutral */
  114768. Neutral = 4,
  114769. /** Vertex and Fragment */
  114770. VertexAndFragment = 3
  114771. }
  114772. }
  114773. declare module BABYLON {
  114774. /**
  114775. * Defines the kind of connection point for node based material
  114776. */
  114777. export enum NodeMaterialBlockConnectionPointTypes {
  114778. /** Float */
  114779. Float = 1,
  114780. /** Int */
  114781. Int = 2,
  114782. /** Vector2 */
  114783. Vector2 = 4,
  114784. /** Vector3 */
  114785. Vector3 = 8,
  114786. /** Vector4 */
  114787. Vector4 = 16,
  114788. /** Color3 */
  114789. Color3 = 32,
  114790. /** Color4 */
  114791. Color4 = 64,
  114792. /** Matrix */
  114793. Matrix = 128,
  114794. /** Vector3 or Color3 */
  114795. Vector3OrColor3 = 40,
  114796. /** Vector3 or Vector4 */
  114797. Vector3OrVector4 = 24,
  114798. /** Vector4 or Color4 */
  114799. Vector4OrColor4 = 80,
  114800. /** Color3 or Color4 */
  114801. Color3OrColor4 = 96,
  114802. /** Vector2 or Color3 or Color4 */
  114803. Vector2OrColor3OrColor4 = 100,
  114804. /** Vector3 or Color3 or Color4 or Vector4 */
  114805. Vector3OrColor3OrVector4OrColor4 = 120,
  114806. /** Vector2 or Vector3 or Color3 or Color4 or Vector4 */
  114807. Vector2OrVector3OrColor3OrVector4OrColor4 = 124,
  114808. /** Detect type based on connection */
  114809. AutoDetect = 1024,
  114810. /** Output type that will be defined by input type */
  114811. BasedOnInput = 2048
  114812. }
  114813. }
  114814. declare module BABYLON {
  114815. /**
  114816. * Root class for all node material optimizers
  114817. */
  114818. export class NodeMaterialOptimizer {
  114819. /**
  114820. * Function used to optimize a NodeMaterial graph
  114821. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  114822. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  114823. */
  114824. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  114825. }
  114826. }
  114827. declare module BABYLON {
  114828. /**
  114829. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  114830. */
  114831. export class TransformBlock extends NodeMaterialBlock {
  114832. /**
  114833. * Defines the value to use to complement W value to transform it to a Vector4
  114834. */
  114835. complementW: number;
  114836. /**
  114837. * Defines the value to use to complement z value to transform it to a Vector4
  114838. */
  114839. complementZ: number;
  114840. /**
  114841. * Creates a new TransformBlock
  114842. * @param name defines the block name
  114843. */
  114844. constructor(name: string);
  114845. /**
  114846. * Gets the current class name
  114847. * @returns the class name
  114848. */
  114849. getClassName(): string;
  114850. /**
  114851. * Gets the vector input
  114852. */
  114853. readonly vector: NodeMaterialConnectionPoint;
  114854. /**
  114855. * Gets the output component
  114856. */
  114857. readonly output: NodeMaterialConnectionPoint;
  114858. /**
  114859. * Gets the matrix transform input
  114860. */
  114861. readonly transform: NodeMaterialConnectionPoint;
  114862. protected _buildBlock(state: NodeMaterialBuildState): this;
  114863. }
  114864. }
  114865. declare module BABYLON {
  114866. /**
  114867. * Block used to output the vertex position
  114868. */
  114869. export class VertexOutputBlock extends NodeMaterialBlock {
  114870. /**
  114871. * Creates a new VertexOutputBlock
  114872. * @param name defines the block name
  114873. */
  114874. constructor(name: string);
  114875. /**
  114876. * Gets the current class name
  114877. * @returns the class name
  114878. */
  114879. getClassName(): string;
  114880. /**
  114881. * Gets the vector input component
  114882. */
  114883. readonly vector: NodeMaterialConnectionPoint;
  114884. protected _buildBlock(state: NodeMaterialBuildState): this;
  114885. }
  114886. }
  114887. declare module BABYLON {
  114888. /**
  114889. * Block used to output the final color
  114890. */
  114891. export class FragmentOutputBlock extends NodeMaterialBlock {
  114892. /**
  114893. * Gets or sets a boolean indicating if this block will output an alpha value
  114894. */
  114895. alphaBlendingEnabled: boolean;
  114896. /**
  114897. * Create a new FragmentOutputBlock
  114898. * @param name defines the block name
  114899. */
  114900. constructor(name: string);
  114901. /**
  114902. * Gets the current class name
  114903. * @returns the class name
  114904. */
  114905. getClassName(): string;
  114906. /**
  114907. * Gets the color input component
  114908. */
  114909. readonly color: NodeMaterialConnectionPoint;
  114910. protected _buildBlock(state: NodeMaterialBuildState): this;
  114911. }
  114912. }
  114913. declare module BABYLON {
  114914. /**
  114915. * Interface used to configure the node material editor
  114916. */
  114917. export interface INodeMaterialEditorOptions {
  114918. /** Define the URl to load node editor script */
  114919. editorURL?: string;
  114920. }
  114921. /** @hidden */
  114922. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  114923. /** BONES */
  114924. NUM_BONE_INFLUENCERS: number;
  114925. BonesPerMesh: number;
  114926. BONETEXTURE: boolean;
  114927. /** MORPH TARGETS */
  114928. MORPHTARGETS: boolean;
  114929. MORPHTARGETS_NORMAL: boolean;
  114930. MORPHTARGETS_TANGENT: boolean;
  114931. MORPHTARGETS_UV: boolean;
  114932. NUM_MORPH_INFLUENCERS: number;
  114933. /** IMAGE PROCESSING */
  114934. IMAGEPROCESSING: boolean;
  114935. VIGNETTE: boolean;
  114936. VIGNETTEBLENDMODEMULTIPLY: boolean;
  114937. VIGNETTEBLENDMODEOPAQUE: boolean;
  114938. TONEMAPPING: boolean;
  114939. TONEMAPPING_ACES: boolean;
  114940. CONTRAST: boolean;
  114941. EXPOSURE: boolean;
  114942. COLORCURVES: boolean;
  114943. COLORGRADING: boolean;
  114944. COLORGRADING3D: boolean;
  114945. SAMPLER3DGREENDEPTH: boolean;
  114946. SAMPLER3DBGRMAP: boolean;
  114947. IMAGEPROCESSINGPOSTPROCESS: boolean;
  114948. constructor();
  114949. setValue(name: string, value: boolean): void;
  114950. }
  114951. /**
  114952. * Class used to configure NodeMaterial
  114953. */
  114954. export interface INodeMaterialOptions {
  114955. /**
  114956. * Defines if blocks should emit comments
  114957. */
  114958. emitComments: boolean;
  114959. }
  114960. /**
  114961. * Class used to create a node based material built by assembling shader blocks
  114962. */
  114963. export class NodeMaterial extends PushMaterial {
  114964. private _options;
  114965. private _vertexCompilationState;
  114966. private _fragmentCompilationState;
  114967. private _sharedData;
  114968. private _buildId;
  114969. private _buildWasSuccessful;
  114970. private _cachedWorldViewMatrix;
  114971. private _cachedWorldViewProjectionMatrix;
  114972. private _optimizers;
  114973. /** Define the URl to load node editor script */
  114974. static EditorURL: string;
  114975. private BJSNODEMATERIALEDITOR;
  114976. /** Get the inspector from bundle or global */
  114977. private _getGlobalNodeMaterialEditor;
  114978. /**
  114979. * Defines the maximum number of lights that can be used in the material
  114980. */
  114981. maxSimultaneousLights: number;
  114982. /**
  114983. * Observable raised when the material is built
  114984. */
  114985. onBuildObservable: Observable<NodeMaterial>;
  114986. /**
  114987. * Gets or sets the root nodes of the material vertex shader
  114988. */
  114989. _vertexOutputNodes: NodeMaterialBlock[];
  114990. /**
  114991. * Gets or sets the root nodes of the material fragment (pixel) shader
  114992. */
  114993. _fragmentOutputNodes: NodeMaterialBlock[];
  114994. /** Gets or sets options to control the node material overall behavior */
  114995. options: INodeMaterialOptions;
  114996. /**
  114997. * Default configuration related to image processing available in the standard Material.
  114998. */
  114999. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115000. /**
  115001. * Gets the image processing configuration used either in this material.
  115002. */
  115003. /**
  115004. * Sets the Default image processing configuration used either in the this material.
  115005. *
  115006. * If sets to null, the scene one is in use.
  115007. */
  115008. imageProcessingConfiguration: ImageProcessingConfiguration;
  115009. /**
  115010. * Create a new node based material
  115011. * @param name defines the material name
  115012. * @param scene defines the hosting scene
  115013. * @param options defines creation option
  115014. */
  115015. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115016. /**
  115017. * Gets the current class name of the material e.g. "NodeMaterial"
  115018. * @returns the class name
  115019. */
  115020. getClassName(): string;
  115021. /**
  115022. * Keep track of the image processing observer to allow dispose and replace.
  115023. */
  115024. private _imageProcessingObserver;
  115025. /**
  115026. * Attaches a new image processing configuration to the Standard Material.
  115027. * @param configuration
  115028. */
  115029. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115030. /**
  115031. * Adds a new optimizer to the list of optimizers
  115032. * @param optimizer defines the optimizers to add
  115033. * @returns the current material
  115034. */
  115035. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115036. /**
  115037. * Remove an optimizer from the list of optimizers
  115038. * @param optimizer defines the optimizers to remove
  115039. * @returns the current material
  115040. */
  115041. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115042. /**
  115043. * Add a new block to the list of output nodes
  115044. * @param node defines the node to add
  115045. * @returns the current material
  115046. */
  115047. addOutputNode(node: NodeMaterialBlock): this;
  115048. /**
  115049. * Remove a block from the list of root nodes
  115050. * @param node defines the node to remove
  115051. * @returns the current material
  115052. */
  115053. removeOutputNode(node: NodeMaterialBlock): this;
  115054. private _addVertexOutputNode;
  115055. private _removeVertexOutputNode;
  115056. private _addFragmentOutputNode;
  115057. private _removeFragmentOutputNode;
  115058. /**
  115059. * Specifies if the material will require alpha blending
  115060. * @returns a boolean specifying if alpha blending is needed
  115061. */
  115062. needAlphaBlending(): boolean;
  115063. /**
  115064. * Specifies if this material should be rendered in alpha test mode
  115065. * @returns a boolean specifying if an alpha test is needed.
  115066. */
  115067. needAlphaTesting(): boolean;
  115068. private _initializeBlock;
  115069. private _resetDualBlocks;
  115070. /**
  115071. * Build the material and generates the inner effect
  115072. * @param verbose defines if the build should log activity
  115073. */
  115074. build(verbose?: boolean): void;
  115075. /**
  115076. * Runs an otpimization phase to try to improve the shader code
  115077. */
  115078. optimize(): void;
  115079. private _prepareDefinesForAttributes;
  115080. /**
  115081. * Get if the submesh is ready to be used and all its information available.
  115082. * Child classes can use it to update shaders
  115083. * @param mesh defines the mesh to check
  115084. * @param subMesh defines which submesh to check
  115085. * @param useInstances specifies that instances should be used
  115086. * @returns a boolean indicating that the submesh is ready or not
  115087. */
  115088. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115089. /**
  115090. * Get a string representing the shaders built by the current node graph
  115091. */
  115092. readonly compiledShaders: string;
  115093. /**
  115094. * Binds the world matrix to the material
  115095. * @param world defines the world transformation matrix
  115096. */
  115097. bindOnlyWorldMatrix(world: Matrix): void;
  115098. /**
  115099. * Binds the submesh to this material by preparing the effect and shader to draw
  115100. * @param world defines the world transformation matrix
  115101. * @param mesh defines the mesh containing the submesh
  115102. * @param subMesh defines the submesh to bind the material to
  115103. */
  115104. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115105. /**
  115106. * Gets the active textures from the material
  115107. * @returns an array of textures
  115108. */
  115109. getActiveTextures(): BaseTexture[];
  115110. /**
  115111. * Specifies if the material uses a texture
  115112. * @param texture defines the texture to check against the material
  115113. * @returns a boolean specifying if the material uses the texture
  115114. */
  115115. hasTexture(texture: BaseTexture): boolean;
  115116. /**
  115117. * Disposes the material
  115118. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115119. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115120. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115121. */
  115122. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115123. /** Creates the node editor window. */
  115124. private _createNodeEditor;
  115125. /**
  115126. * Launch the node material editor
  115127. * @param config Define the configuration of the editor
  115128. * @return a promise fulfilled when the node editor is visible
  115129. */
  115130. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115131. /**
  115132. * Clear the current material
  115133. */
  115134. clear(): void;
  115135. /**
  115136. * Clear the current material and set it to a default state
  115137. */
  115138. setToDefault(): void;
  115139. private _gatherBlocks;
  115140. /**
  115141. * Serializes this material in a JSON representation
  115142. * @returns the serialized material object
  115143. */
  115144. serialize(): any;
  115145. /**
  115146. * Clear the current graph and load a new one from a serialization object
  115147. * @param source defines the JSON representation of the material
  115148. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115149. */
  115150. loadFromSerialization(source: any, rootUrl?: string): void;
  115151. /**
  115152. * Creates a node material from parsed material data
  115153. * @param source defines the JSON representation of the material
  115154. * @param scene defines the hosting scene
  115155. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115156. * @returns a new node material
  115157. */
  115158. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115159. }
  115160. }
  115161. declare module BABYLON {
  115162. /**
  115163. * Block used to read a texture from a sampler
  115164. */
  115165. export class TextureBlock extends NodeMaterialBlock {
  115166. private _defineName;
  115167. private _samplerName;
  115168. private _transformedUVName;
  115169. private _textureTransformName;
  115170. private _textureInfoName;
  115171. private _mainUVName;
  115172. private _mainUVDefineName;
  115173. /**
  115174. * Gets or sets the texture associated with the node
  115175. */
  115176. texture: Nullable<BaseTexture>;
  115177. /**
  115178. * Create a new TextureBlock
  115179. * @param name defines the block name
  115180. */
  115181. constructor(name: string);
  115182. /**
  115183. * Gets the current class name
  115184. * @returns the class name
  115185. */
  115186. getClassName(): string;
  115187. /**
  115188. * Gets the uv input component
  115189. */
  115190. readonly uv: NodeMaterialConnectionPoint;
  115191. /**
  115192. * Gets the output component
  115193. */
  115194. readonly output: NodeMaterialConnectionPoint;
  115195. autoConfigure(): void;
  115196. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115197. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115198. isReady(): boolean;
  115199. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115200. private _injectVertexCode;
  115201. private _writeOutput;
  115202. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115203. serialize(): any;
  115204. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115205. }
  115206. }
  115207. declare module BABYLON {
  115208. /**
  115209. * Class used to store shared data between 2 NodeMaterialBuildState
  115210. */
  115211. export class NodeMaterialBuildStateSharedData {
  115212. /**
  115213. * Gets the list of emitted varyings
  115214. */
  115215. varyings: string[];
  115216. /**
  115217. * Gets the varying declaration string
  115218. */
  115219. varyingDeclaration: string;
  115220. /**
  115221. * Input blocks
  115222. */
  115223. inputBlocks: InputBlock[];
  115224. /**
  115225. * Input blocks
  115226. */
  115227. textureBlocks: TextureBlock[];
  115228. /**
  115229. * Bindable blocks (Blocks that need to set data to the effect)
  115230. */
  115231. bindableBlocks: NodeMaterialBlock[];
  115232. /**
  115233. * List of blocks that can provide a compilation fallback
  115234. */
  115235. blocksWithFallbacks: NodeMaterialBlock[];
  115236. /**
  115237. * List of blocks that can provide a define update
  115238. */
  115239. blocksWithDefines: NodeMaterialBlock[];
  115240. /**
  115241. * List of blocks that can provide a repeatable content
  115242. */
  115243. repeatableContentBlocks: NodeMaterialBlock[];
  115244. /**
  115245. * List of blocks that can provide a dynamic list of uniforms
  115246. */
  115247. dynamicUniformBlocks: NodeMaterialBlock[];
  115248. /**
  115249. * List of blocks that can block the isReady function for the material
  115250. */
  115251. blockingBlocks: NodeMaterialBlock[];
  115252. /**
  115253. * Build Id used to avoid multiple recompilations
  115254. */
  115255. buildId: number;
  115256. /** List of emitted variables */
  115257. variableNames: {
  115258. [key: string]: number;
  115259. };
  115260. /** List of emitted defines */
  115261. defineNames: {
  115262. [key: string]: number;
  115263. };
  115264. /** Should emit comments? */
  115265. emitComments: boolean;
  115266. /** Emit build activity */
  115267. verbose: boolean;
  115268. /**
  115269. * Gets the compilation hints emitted at compilation time
  115270. */
  115271. hints: {
  115272. needWorldViewMatrix: boolean;
  115273. needWorldViewProjectionMatrix: boolean;
  115274. needAlphaBlending: boolean;
  115275. needAlphaTesting: boolean;
  115276. };
  115277. /**
  115278. * List of compilation checks
  115279. */
  115280. checks: {
  115281. emitVertex: boolean;
  115282. emitFragment: boolean;
  115283. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115284. };
  115285. /** Creates a new shared data */
  115286. constructor();
  115287. /**
  115288. * Emits console errors and exceptions if there is a failing check
  115289. */
  115290. emitErrors(): void;
  115291. }
  115292. }
  115293. declare module BABYLON {
  115294. /**
  115295. * Class used to store node based material build state
  115296. */
  115297. export class NodeMaterialBuildState {
  115298. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115299. supportUniformBuffers: boolean;
  115300. /**
  115301. * Gets the list of emitted attributes
  115302. */
  115303. attributes: string[];
  115304. /**
  115305. * Gets the list of emitted uniforms
  115306. */
  115307. uniforms: string[];
  115308. /**
  115309. * Gets the list of emitted uniform buffers
  115310. */
  115311. uniformBuffers: string[];
  115312. /**
  115313. * Gets the list of emitted samplers
  115314. */
  115315. samplers: string[];
  115316. /**
  115317. * Gets the list of emitted functions
  115318. */
  115319. functions: {
  115320. [key: string]: string;
  115321. };
  115322. /**
  115323. * Gets the target of the compilation state
  115324. */
  115325. target: NodeMaterialBlockTargets;
  115326. /**
  115327. * Gets the list of emitted counters
  115328. */
  115329. counters: {
  115330. [key: string]: number;
  115331. };
  115332. /**
  115333. * Shared data between multiple NodeMaterialBuildState instances
  115334. */
  115335. sharedData: NodeMaterialBuildStateSharedData;
  115336. /** @hidden */
  115337. _vertexState: NodeMaterialBuildState;
  115338. /** @hidden */
  115339. _attributeDeclaration: string;
  115340. /** @hidden */
  115341. _uniformDeclaration: string;
  115342. /** @hidden */
  115343. _samplerDeclaration: string;
  115344. /** @hidden */
  115345. _varyingTransfer: string;
  115346. private _repeatableContentAnchorIndex;
  115347. /** @hidden */
  115348. _builtCompilationString: string;
  115349. /**
  115350. * Gets the emitted compilation strings
  115351. */
  115352. compilationString: string;
  115353. /**
  115354. * Finalize the compilation strings
  115355. * @param state defines the current compilation state
  115356. */
  115357. finalize(state: NodeMaterialBuildState): void;
  115358. /** @hidden */
  115359. readonly _repeatableContentAnchor: string;
  115360. /** @hidden */
  115361. _getFreeVariableName(prefix: string): string;
  115362. /** @hidden */
  115363. _getFreeDefineName(prefix: string): string;
  115364. /** @hidden */
  115365. _excludeVariableName(name: string): void;
  115366. /** @hidden */
  115367. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115368. /** @hidden */
  115369. _emitFunction(name: string, code: string, comments: string): void;
  115370. /** @hidden */
  115371. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115372. replaceStrings?: {
  115373. search: RegExp;
  115374. replace: string;
  115375. }[];
  115376. repeatKey?: string;
  115377. }): string;
  115378. /** @hidden */
  115379. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115380. repeatKey?: string;
  115381. removeAttributes?: boolean;
  115382. removeUniforms?: boolean;
  115383. removeVaryings?: boolean;
  115384. removeIfDef?: boolean;
  115385. replaceStrings?: {
  115386. search: RegExp;
  115387. replace: string;
  115388. }[];
  115389. }, storeKey?: string): void;
  115390. /** @hidden */
  115391. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115392. /** @hidden */
  115393. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115394. }
  115395. }
  115396. declare module BABYLON {
  115397. /**
  115398. * Defines a block that can be used inside a node based material
  115399. */
  115400. export class NodeMaterialBlock {
  115401. private _buildId;
  115402. private _buildTarget;
  115403. private _target;
  115404. private _isFinalMerger;
  115405. private _isInput;
  115406. /** @hidden */
  115407. _inputs: NodeMaterialConnectionPoint[];
  115408. /** @hidden */
  115409. _outputs: NodeMaterialConnectionPoint[];
  115410. /**
  115411. * Gets or sets the name of the block
  115412. */
  115413. name: string;
  115414. /**
  115415. * Gets or sets the unique id of the node
  115416. */
  115417. uniqueId: number;
  115418. /**
  115419. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115420. */
  115421. readonly isFinalMerger: boolean;
  115422. /**
  115423. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115424. */
  115425. readonly isInput: boolean;
  115426. /**
  115427. * Gets or sets the build Id
  115428. */
  115429. buildId: number;
  115430. /**
  115431. * Gets or sets the target of the block
  115432. */
  115433. target: NodeMaterialBlockTargets;
  115434. /**
  115435. * Gets the list of input points
  115436. */
  115437. readonly inputs: NodeMaterialConnectionPoint[];
  115438. /** Gets the list of output points */
  115439. readonly outputs: NodeMaterialConnectionPoint[];
  115440. /**
  115441. * Find an input by its name
  115442. * @param name defines the name of the input to look for
  115443. * @returns the input or null if not found
  115444. */
  115445. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115446. /**
  115447. * Find an output by its name
  115448. * @param name defines the name of the outputto look for
  115449. * @returns the output or null if not found
  115450. */
  115451. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115452. /**
  115453. * Creates a new NodeMaterialBlock
  115454. * @param name defines the block name
  115455. * @param target defines the target of that block (Vertex by default)
  115456. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115457. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115458. */
  115459. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115460. /**
  115461. * Initialize the block and prepare the context for build
  115462. * @param state defines the state that will be used for the build
  115463. */
  115464. initialize(state: NodeMaterialBuildState): void;
  115465. /**
  115466. * Bind data to effect. Will only be called for blocks with isBindable === true
  115467. * @param effect defines the effect to bind data to
  115468. * @param nodeMaterial defines the hosting NodeMaterial
  115469. * @param mesh defines the mesh that will be rendered
  115470. */
  115471. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115472. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115473. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115474. protected _writeFloat(value: number): string;
  115475. /**
  115476. * Gets the current class name e.g. "NodeMaterialBlock"
  115477. * @returns the class name
  115478. */
  115479. getClassName(): string;
  115480. /**
  115481. * Register a new input. Must be called inside a block constructor
  115482. * @param name defines the connection point name
  115483. * @param type defines the connection point type
  115484. * @param isOptional defines a boolean indicating that this input can be omitted
  115485. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115486. * @returns the current block
  115487. */
  115488. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115489. /**
  115490. * Register a new output. Must be called inside a block constructor
  115491. * @param name defines the connection point name
  115492. * @param type defines the connection point type
  115493. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115494. * @returns the current block
  115495. */
  115496. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115497. /**
  115498. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115499. * @param forOutput defines an optional connection point to check compatibility with
  115500. * @returns the first available input or null
  115501. */
  115502. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115503. /**
  115504. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115505. * @param forBlock defines an optional block to check compatibility with
  115506. * @returns the first available input or null
  115507. */
  115508. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115509. /**
  115510. * Connect current block with another block
  115511. * @param other defines the block to connect with
  115512. * @param options define the various options to help pick the right connections
  115513. * @returns the current block
  115514. */
  115515. connectTo(other: NodeMaterialBlock, options?: {
  115516. input?: string;
  115517. output?: string;
  115518. outputSwizzle?: string;
  115519. }): this | undefined;
  115520. protected _buildBlock(state: NodeMaterialBuildState): void;
  115521. /**
  115522. * Add uniforms, samplers and uniform buffers at compilation time
  115523. * @param state defines the state to update
  115524. * @param nodeMaterial defines the node material requesting the update
  115525. * @param defines defines the material defines to update
  115526. */
  115527. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115528. /**
  115529. * Add potential fallbacks if shader compilation fails
  115530. * @param mesh defines the mesh to be rendered
  115531. * @param fallbacks defines the current prioritized list of fallbacks
  115532. */
  115533. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115534. /**
  115535. * Update defines for shader compilation
  115536. * @param mesh defines the mesh to be rendered
  115537. * @param nodeMaterial defines the node material requesting the update
  115538. * @param defines defines the material defines to update
  115539. * @param useInstances specifies that instances should be used
  115540. */
  115541. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115542. /**
  115543. * Initialize defines for shader compilation
  115544. * @param mesh defines the mesh to be rendered
  115545. * @param nodeMaterial defines the node material requesting the update
  115546. * @param defines defines the material defines to be prepared
  115547. * @param useInstances specifies that instances should be used
  115548. */
  115549. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115550. /**
  115551. * Lets the block try to connect some inputs automatically
  115552. */
  115553. autoConfigure(): void;
  115554. /**
  115555. * Function called when a block is declared as repeatable content generator
  115556. * @param vertexShaderState defines the current compilation state for the vertex shader
  115557. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115558. * @param mesh defines the mesh to be rendered
  115559. * @param defines defines the material defines to update
  115560. */
  115561. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115562. /**
  115563. * Checks if the block is ready
  115564. * @param mesh defines the mesh to be rendered
  115565. * @param nodeMaterial defines the node material requesting the update
  115566. * @param defines defines the material defines to update
  115567. * @param useInstances specifies that instances should be used
  115568. * @returns true if the block is ready
  115569. */
  115570. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115571. private _processBuild;
  115572. /**
  115573. * Compile the current node and generate the shader code
  115574. * @param state defines the current compilation state (uniforms, samplers, current string)
  115575. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115576. * @returns true if already built
  115577. */
  115578. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115579. /**
  115580. * Serializes this block in a JSON representation
  115581. * @returns the serialized block object
  115582. */
  115583. serialize(): any;
  115584. /** @hidden */
  115585. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115586. }
  115587. }
  115588. declare module BABYLON {
  115589. /**
  115590. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115591. */
  115592. export enum NodeMaterialBlockConnectionPointMode {
  115593. /** Value is an uniform */
  115594. Uniform = 0,
  115595. /** Value is a mesh attribute */
  115596. Attribute = 1,
  115597. /** Value is a varying between vertex and fragment shaders */
  115598. Varying = 2,
  115599. /** Mode is undefined */
  115600. Undefined = 3
  115601. }
  115602. }
  115603. declare module BABYLON {
  115604. /**
  115605. * Enum used to define well known values e.g. values automatically provided by the system
  115606. */
  115607. export enum NodeMaterialWellKnownValues {
  115608. /** World */
  115609. World = 1,
  115610. /** View */
  115611. View = 2,
  115612. /** Projection */
  115613. Projection = 3,
  115614. /** ViewProjection */
  115615. ViewProjection = 4,
  115616. /** WorldView */
  115617. WorldView = 5,
  115618. /** WorldViewProjection */
  115619. WorldViewProjection = 6,
  115620. /** CameraPosition */
  115621. CameraPosition = 7,
  115622. /** Fog Color */
  115623. FogColor = 8
  115624. }
  115625. }
  115626. declare module BABYLON {
  115627. /**
  115628. * Contains position and normal vectors for a vertex
  115629. */
  115630. export class PositionNormalVertex {
  115631. /** the position of the vertex (defaut: 0,0,0) */
  115632. position: Vector3;
  115633. /** the normal of the vertex (defaut: 0,1,0) */
  115634. normal: Vector3;
  115635. /**
  115636. * Creates a PositionNormalVertex
  115637. * @param position the position of the vertex (defaut: 0,0,0)
  115638. * @param normal the normal of the vertex (defaut: 0,1,0)
  115639. */
  115640. constructor(
  115641. /** the position of the vertex (defaut: 0,0,0) */
  115642. position?: Vector3,
  115643. /** the normal of the vertex (defaut: 0,1,0) */
  115644. normal?: Vector3);
  115645. /**
  115646. * Clones the PositionNormalVertex
  115647. * @returns the cloned PositionNormalVertex
  115648. */
  115649. clone(): PositionNormalVertex;
  115650. }
  115651. /**
  115652. * Contains position, normal and uv vectors for a vertex
  115653. */
  115654. export class PositionNormalTextureVertex {
  115655. /** the position of the vertex (defaut: 0,0,0) */
  115656. position: Vector3;
  115657. /** the normal of the vertex (defaut: 0,1,0) */
  115658. normal: Vector3;
  115659. /** the uv of the vertex (default: 0,0) */
  115660. uv: Vector2;
  115661. /**
  115662. * Creates a PositionNormalTextureVertex
  115663. * @param position the position of the vertex (defaut: 0,0,0)
  115664. * @param normal the normal of the vertex (defaut: 0,1,0)
  115665. * @param uv the uv of the vertex (default: 0,0)
  115666. */
  115667. constructor(
  115668. /** the position of the vertex (defaut: 0,0,0) */
  115669. position?: Vector3,
  115670. /** the normal of the vertex (defaut: 0,1,0) */
  115671. normal?: Vector3,
  115672. /** the uv of the vertex (default: 0,0) */
  115673. uv?: Vector2);
  115674. /**
  115675. * Clones the PositionNormalTextureVertex
  115676. * @returns the cloned PositionNormalTextureVertex
  115677. */
  115678. clone(): PositionNormalTextureVertex;
  115679. }
  115680. }
  115681. declare module BABYLON {
  115682. /**
  115683. * Block used to expose an input value
  115684. */
  115685. export class InputBlock extends NodeMaterialBlock {
  115686. private _mode;
  115687. private _associatedVariableName;
  115688. private _storedValue;
  115689. private _valueCallback;
  115690. private _type;
  115691. /** @hidden */
  115692. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115693. /**
  115694. * Gets or sets the connection point type (default is float)
  115695. */
  115696. readonly type: NodeMaterialBlockConnectionPointTypes;
  115697. /**
  115698. * Creates a new InputBlock
  115699. * @param name defines the block name
  115700. * @param target defines the target of that block (Vertex by default)
  115701. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  115702. */
  115703. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  115704. /**
  115705. * Gets the output component
  115706. */
  115707. readonly output: NodeMaterialConnectionPoint;
  115708. /**
  115709. * Set the source of this connection point to a vertex attribute
  115710. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  115711. * @returns the current connection point
  115712. */
  115713. setAsAttribute(attributeName?: string): InputBlock;
  115714. /**
  115715. * Set the source of this connection point to a well known value
  115716. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  115717. * @returns the current connection point
  115718. */
  115719. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  115720. /**
  115721. * Gets or sets the value of that point.
  115722. * Please note that this value will be ignored if valueCallback is defined
  115723. */
  115724. value: any;
  115725. /**
  115726. * Gets or sets a callback used to get the value of that point.
  115727. * Please note that setting this value will force the connection point to ignore the value property
  115728. */
  115729. valueCallback: () => any;
  115730. /**
  115731. * Gets or sets the associated variable name in the shader
  115732. */
  115733. associatedVariableName: string;
  115734. /**
  115735. * Gets a boolean indicating that this connection point not defined yet
  115736. */
  115737. readonly isUndefined: boolean;
  115738. /**
  115739. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  115740. * In this case the connection point name must be the name of the uniform to use.
  115741. * Can only be set on inputs
  115742. */
  115743. isUniform: boolean;
  115744. /**
  115745. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  115746. * In this case the connection point name must be the name of the attribute to use
  115747. * Can only be set on inputs
  115748. */
  115749. isAttribute: boolean;
  115750. /**
  115751. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  115752. * Can only be set on exit points
  115753. */
  115754. isVarying: boolean;
  115755. /**
  115756. * Gets a boolean indicating that the current connection point is a well known value
  115757. */
  115758. readonly isWellKnownValue: boolean;
  115759. /**
  115760. * Gets or sets the current well known value or null if not defined as well know value
  115761. */
  115762. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115763. /**
  115764. * Gets the current class name
  115765. * @returns the class name
  115766. */
  115767. getClassName(): string;
  115768. private _emitDefine;
  115769. /**
  115770. * Set the input block to its default value (based on its type)
  115771. */
  115772. setDefaultValue(): void;
  115773. private _emit;
  115774. /** @hidden */
  115775. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  115776. /** @hidden */
  115777. _transmit(effect: Effect, scene: Scene): void;
  115778. protected _buildBlock(state: NodeMaterialBuildState): void;
  115779. serialize(): any;
  115780. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115781. }
  115782. }
  115783. declare module BABYLON {
  115784. /**
  115785. * Defines a connection point for a block
  115786. */
  115787. export class NodeMaterialConnectionPoint {
  115788. /** @hidden */
  115789. _ownerBlock: NodeMaterialBlock;
  115790. /** @hidden */
  115791. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115792. private _endpoints;
  115793. private _associatedVariableName;
  115794. /** @hidden */
  115795. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  115796. private _type;
  115797. /** @hidden */
  115798. _enforceAssociatedVariableName: boolean;
  115799. /**
  115800. * Gets or sets the associated variable name in the shader
  115801. */
  115802. associatedVariableName: string;
  115803. /**
  115804. * Gets or sets the connection point type (default is float)
  115805. */
  115806. type: NodeMaterialBlockConnectionPointTypes;
  115807. /**
  115808. * Gets or sets the connection point name
  115809. */
  115810. name: string;
  115811. /**
  115812. * Gets or sets the swizzle to apply to this connection point when reading or writing
  115813. */
  115814. swizzle: string;
  115815. /**
  115816. * Gets or sets a boolean indicating that this connection point can be omitted
  115817. */
  115818. isOptional: boolean;
  115819. /**
  115820. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  115821. */
  115822. define: string;
  115823. /** Gets or sets the target of that connection point */
  115824. target: NodeMaterialBlockTargets;
  115825. /**
  115826. * Gets a boolean indicating that the current point is connected
  115827. */
  115828. readonly isConnected: boolean;
  115829. /**
  115830. * Gets a boolean indicating that the current point is connected to an input block
  115831. */
  115832. readonly isConnectedToInput: boolean;
  115833. /**
  115834. * Gets a the connected input block (if any)
  115835. */
  115836. readonly connectInputBlock: Nullable<InputBlock>;
  115837. /** Get the other side of the connection (if any) */
  115838. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  115839. /** Get the block that owns this connection point */
  115840. readonly ownerBlock: NodeMaterialBlock;
  115841. /** Get the block connected on the other side of this connection (if any) */
  115842. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  115843. /** Get the block connected on the endpoints of this connection (if any) */
  115844. readonly connectedBlocks: Array<NodeMaterialBlock>;
  115845. /** Gets the list of connected endpoints */
  115846. readonly endpoints: NodeMaterialConnectionPoint[];
  115847. /**
  115848. * Creates a new connection point
  115849. * @param name defines the connection point name
  115850. * @param ownerBlock defines the block hosting this connection point
  115851. */
  115852. constructor(name: string, ownerBlock: NodeMaterialBlock);
  115853. /**
  115854. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  115855. * @returns the class name
  115856. */
  115857. getClassName(): string;
  115858. /**
  115859. * Gets an boolean indicating if the current point can be connected to another point
  115860. * @param connectionPoint defines the other connection point
  115861. * @returns true if the connection is possible
  115862. */
  115863. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  115864. /**
  115865. * Connect this point to another connection point
  115866. * @param connectionPoint defines the other connection point
  115867. * @returns the current connection point
  115868. */
  115869. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115870. /**
  115871. * Disconnect this point from one of his endpoint
  115872. * @param endpoint defines the other connection point
  115873. * @returns the current connection point
  115874. */
  115875. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  115876. /**
  115877. * Serializes this point in a JSON representation
  115878. * @returns the serialized point object
  115879. */
  115880. serialize(): any;
  115881. private static _GetTypeLength;
  115882. }
  115883. }
  115884. declare module BABYLON {
  115885. /**
  115886. * Block used to add support for vertex skinning (bones)
  115887. */
  115888. export class BonesBlock extends NodeMaterialBlock {
  115889. /**
  115890. * Creates a new BonesBlock
  115891. * @param name defines the block name
  115892. */
  115893. constructor(name: string);
  115894. /**
  115895. * Initialize the block and prepare the context for build
  115896. * @param state defines the state that will be used for the build
  115897. */
  115898. initialize(state: NodeMaterialBuildState): void;
  115899. /**
  115900. * Gets the current class name
  115901. * @returns the class name
  115902. */
  115903. getClassName(): string;
  115904. /**
  115905. * Gets the matrix indices input component
  115906. */
  115907. readonly matricesIndices: NodeMaterialConnectionPoint;
  115908. /**
  115909. * Gets the matrix weights input component
  115910. */
  115911. readonly matricesWeights: NodeMaterialConnectionPoint;
  115912. /**
  115913. * Gets the extra matrix indices input component
  115914. */
  115915. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  115916. /**
  115917. * Gets the extra matrix weights input component
  115918. */
  115919. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  115920. /**
  115921. * Gets the world input component
  115922. */
  115923. readonly world: NodeMaterialConnectionPoint;
  115924. /**
  115925. * Gets the output component
  115926. */
  115927. readonly output: NodeMaterialConnectionPoint;
  115928. autoConfigure(): void;
  115929. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115930. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115931. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115932. protected _buildBlock(state: NodeMaterialBuildState): this;
  115933. }
  115934. }
  115935. declare module BABYLON {
  115936. /**
  115937. * Block used to add support for instances
  115938. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  115939. */
  115940. export class InstancesBlock extends NodeMaterialBlock {
  115941. /**
  115942. * Creates a new InstancesBlock
  115943. * @param name defines the block name
  115944. */
  115945. constructor(name: string);
  115946. /**
  115947. * Gets the current class name
  115948. * @returns the class name
  115949. */
  115950. getClassName(): string;
  115951. /**
  115952. * Gets the first world row input component
  115953. */
  115954. readonly world0: NodeMaterialConnectionPoint;
  115955. /**
  115956. * Gets the second world row input component
  115957. */
  115958. readonly world1: NodeMaterialConnectionPoint;
  115959. /**
  115960. * Gets the third world row input component
  115961. */
  115962. readonly world2: NodeMaterialConnectionPoint;
  115963. /**
  115964. * Gets the forth world row input component
  115965. */
  115966. readonly world3: NodeMaterialConnectionPoint;
  115967. /**
  115968. * Gets the world input component
  115969. */
  115970. readonly world: NodeMaterialConnectionPoint;
  115971. /**
  115972. * Gets the output component
  115973. */
  115974. readonly output: NodeMaterialConnectionPoint;
  115975. autoConfigure(): void;
  115976. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115977. protected _buildBlock(state: NodeMaterialBuildState): this;
  115978. }
  115979. }
  115980. declare module BABYLON {
  115981. /**
  115982. * Block used to add morph targets support to vertex shader
  115983. */
  115984. export class MorphTargetsBlock extends NodeMaterialBlock {
  115985. private _repeatableContentAnchor;
  115986. private _repeatebleContentGenerated;
  115987. /**
  115988. * Create a new MorphTargetsBlock
  115989. * @param name defines the block name
  115990. */
  115991. constructor(name: string);
  115992. /**
  115993. * Gets the current class name
  115994. * @returns the class name
  115995. */
  115996. getClassName(): string;
  115997. /**
  115998. * Gets the position input component
  115999. */
  116000. readonly position: NodeMaterialConnectionPoint;
  116001. /**
  116002. * Gets the normal input component
  116003. */
  116004. readonly normal: NodeMaterialConnectionPoint;
  116005. /**
  116006. * Gets the tangent input component
  116007. */
  116008. readonly tangent: NodeMaterialConnectionPoint;
  116009. /**
  116010. * Gets the tangent input component
  116011. */
  116012. readonly uv: NodeMaterialConnectionPoint;
  116013. /**
  116014. * Gets the position output component
  116015. */
  116016. readonly positionOutput: NodeMaterialConnectionPoint;
  116017. /**
  116018. * Gets the normal output component
  116019. */
  116020. readonly normalOutput: NodeMaterialConnectionPoint;
  116021. /**
  116022. * Gets the tangent output component
  116023. */
  116024. readonly tangentOutput: NodeMaterialConnectionPoint;
  116025. /**
  116026. * Gets the tangent output component
  116027. */
  116028. readonly uvOutput: NodeMaterialConnectionPoint;
  116029. initialize(state: NodeMaterialBuildState): void;
  116030. autoConfigure(): void;
  116031. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116032. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116033. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116034. protected _buildBlock(state: NodeMaterialBuildState): this;
  116035. }
  116036. }
  116037. declare module BABYLON {
  116038. /**
  116039. * Block used to add an alpha test in the fragment shader
  116040. */
  116041. export class AlphaTestBlock extends NodeMaterialBlock {
  116042. /**
  116043. * Gets or sets the alpha value where alpha testing happens
  116044. */
  116045. alphaCutOff: number;
  116046. /**
  116047. * Create a new AlphaTestBlock
  116048. * @param name defines the block name
  116049. */
  116050. constructor(name: string);
  116051. /**
  116052. * Gets the current class name
  116053. * @returns the class name
  116054. */
  116055. getClassName(): string;
  116056. /**
  116057. * Gets the color input component
  116058. */
  116059. readonly color: NodeMaterialConnectionPoint;
  116060. protected _buildBlock(state: NodeMaterialBuildState): this;
  116061. }
  116062. }
  116063. declare module BABYLON {
  116064. /**
  116065. * Block used to create a Color4 out of 4 inputs (one for each component)
  116066. */
  116067. export class RGBAMergerBlock extends NodeMaterialBlock {
  116068. /**
  116069. * Create a new RGBAMergerBlock
  116070. * @param name defines the block name
  116071. */
  116072. constructor(name: string);
  116073. /**
  116074. * Gets the current class name
  116075. * @returns the class name
  116076. */
  116077. getClassName(): string;
  116078. /**
  116079. * Gets the R input component
  116080. */
  116081. readonly r: NodeMaterialConnectionPoint;
  116082. /**
  116083. * Gets the G input component
  116084. */
  116085. readonly g: NodeMaterialConnectionPoint;
  116086. /**
  116087. * Gets the B input component
  116088. */
  116089. readonly b: NodeMaterialConnectionPoint;
  116090. /**
  116091. * Gets the RGB input component
  116092. */
  116093. readonly rgb: NodeMaterialConnectionPoint;
  116094. /**
  116095. * Gets the R input component
  116096. */
  116097. readonly a: NodeMaterialConnectionPoint;
  116098. /**
  116099. * Gets the output component
  116100. */
  116101. readonly output: NodeMaterialConnectionPoint;
  116102. protected _buildBlock(state: NodeMaterialBuildState): this;
  116103. }
  116104. }
  116105. declare module BABYLON {
  116106. /**
  116107. * Block used to create a Color3 out of 3 inputs (one for each component)
  116108. */
  116109. export class RGBMergerBlock extends NodeMaterialBlock {
  116110. /**
  116111. * Create a new RGBMergerBlock
  116112. * @param name defines the block name
  116113. */
  116114. constructor(name: string);
  116115. /**
  116116. * Gets the current class name
  116117. * @returns the class name
  116118. */
  116119. getClassName(): string;
  116120. /**
  116121. * Gets the R component input
  116122. */
  116123. readonly r: NodeMaterialConnectionPoint;
  116124. /**
  116125. * Gets the G component input
  116126. */
  116127. readonly g: NodeMaterialConnectionPoint;
  116128. /**
  116129. * Gets the B component input
  116130. */
  116131. readonly b: NodeMaterialConnectionPoint;
  116132. /**
  116133. * Gets the output component
  116134. */
  116135. readonly output: NodeMaterialConnectionPoint;
  116136. protected _buildBlock(state: NodeMaterialBuildState): this;
  116137. }
  116138. }
  116139. declare module BABYLON {
  116140. /**
  116141. * Block used to expand a Color4 or a Vector4 into 4 outputs (one for each component)
  116142. */
  116143. export class RGBASplitterBlock extends NodeMaterialBlock {
  116144. /**
  116145. * Create a new RGBASplitterBlock
  116146. * @param name defines the block name
  116147. */
  116148. constructor(name: string);
  116149. /**
  116150. * Gets the current class name
  116151. * @returns the class name
  116152. */
  116153. getClassName(): string;
  116154. /**
  116155. * Gets the input component
  116156. */
  116157. readonly input: NodeMaterialConnectionPoint;
  116158. protected _buildBlock(state: NodeMaterialBuildState): this;
  116159. }
  116160. }
  116161. declare module BABYLON {
  116162. /**
  116163. * Block used to expand a Color3 or a Vector3 into 3 outputs (one for each component)
  116164. */
  116165. export class RGBSplitterBlock extends NodeMaterialBlock {
  116166. /**
  116167. * Create a new RGBSplitterBlock
  116168. * @param name defines the block name
  116169. */
  116170. constructor(name: string);
  116171. /**
  116172. * Gets the current class name
  116173. * @returns the class name
  116174. */
  116175. getClassName(): string;
  116176. /**
  116177. * Gets the input component
  116178. */
  116179. readonly input: NodeMaterialConnectionPoint;
  116180. protected _buildBlock(state: NodeMaterialBuildState): this;
  116181. }
  116182. }
  116183. declare module BABYLON {
  116184. /**
  116185. * Block used to add image processing support to fragment shader
  116186. */
  116187. export class ImageProcessingBlock extends NodeMaterialBlock {
  116188. /**
  116189. * Create a new ImageProcessingBlock
  116190. * @param name defines the block name
  116191. */
  116192. constructor(name: string);
  116193. /**
  116194. * Gets the current class name
  116195. * @returns the class name
  116196. */
  116197. getClassName(): string;
  116198. /**
  116199. * Gets the color input component
  116200. */
  116201. readonly color: NodeMaterialConnectionPoint;
  116202. /**
  116203. * Gets the output component
  116204. */
  116205. readonly output: NodeMaterialConnectionPoint;
  116206. /**
  116207. * Initialize the block and prepare the context for build
  116208. * @param state defines the state that will be used for the build
  116209. */
  116210. initialize(state: NodeMaterialBuildState): void;
  116211. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116212. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116213. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116214. protected _buildBlock(state: NodeMaterialBuildState): this;
  116215. }
  116216. }
  116217. declare module BABYLON {
  116218. /**
  116219. * Block used to add support for scene fog
  116220. */
  116221. export class FogBlock extends NodeMaterialBlock {
  116222. private _fogDistanceName;
  116223. private _fogParameters;
  116224. /**
  116225. * Create a new FogBlock
  116226. * @param name defines the block name
  116227. */
  116228. constructor(name: string);
  116229. /**
  116230. * Gets the current class name
  116231. * @returns the class name
  116232. */
  116233. getClassName(): string;
  116234. /**
  116235. * Gets the world position input component
  116236. */
  116237. readonly worldPosition: NodeMaterialConnectionPoint;
  116238. /**
  116239. * Gets the view input component
  116240. */
  116241. readonly view: NodeMaterialConnectionPoint;
  116242. /**
  116243. * Gets the color input component
  116244. */
  116245. readonly color: NodeMaterialConnectionPoint;
  116246. /**
  116247. * Gets the fog color input component
  116248. */
  116249. readonly fogColor: NodeMaterialConnectionPoint;
  116250. /**
  116251. * Gets the output component
  116252. */
  116253. readonly output: NodeMaterialConnectionPoint;
  116254. autoConfigure(): void;
  116255. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116256. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116257. protected _buildBlock(state: NodeMaterialBuildState): this;
  116258. }
  116259. }
  116260. declare module BABYLON {
  116261. /**
  116262. * Block used to add light in the fragment shader
  116263. */
  116264. export class LightBlock extends NodeMaterialBlock {
  116265. private _lightId;
  116266. /**
  116267. * Gets or sets the light associated with this block
  116268. */
  116269. light: Nullable<Light>;
  116270. /**
  116271. * Create a new LightBlock
  116272. * @param name defines the block name
  116273. */
  116274. constructor(name: string);
  116275. /**
  116276. * Gets the current class name
  116277. * @returns the class name
  116278. */
  116279. getClassName(): string;
  116280. /**
  116281. * Gets the world position input component
  116282. */
  116283. readonly worldPosition: NodeMaterialConnectionPoint;
  116284. /**
  116285. * Gets the world normal input component
  116286. */
  116287. readonly worldNormal: NodeMaterialConnectionPoint;
  116288. /**
  116289. * Gets the camera (or eye) position component
  116290. */
  116291. readonly cameraPosition: NodeMaterialConnectionPoint;
  116292. /**
  116293. * Gets the diffuse output component
  116294. */
  116295. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116296. /**
  116297. * Gets the specular output component
  116298. */
  116299. readonly specularOutput: NodeMaterialConnectionPoint;
  116300. autoConfigure(): void;
  116301. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116302. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116303. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116304. private _injectVertexCode;
  116305. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116306. serialize(): any;
  116307. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116308. }
  116309. }
  116310. declare module BABYLON {
  116311. /**
  116312. * Block used to multiply 2 values
  116313. */
  116314. export class MultiplyBlock extends NodeMaterialBlock {
  116315. /**
  116316. * Creates a new MultiplyBlock
  116317. * @param name defines the block name
  116318. */
  116319. constructor(name: string);
  116320. /**
  116321. * Gets the current class name
  116322. * @returns the class name
  116323. */
  116324. getClassName(): string;
  116325. /**
  116326. * Gets the left operand input component
  116327. */
  116328. readonly left: NodeMaterialConnectionPoint;
  116329. /**
  116330. * Gets the right operand input component
  116331. */
  116332. readonly right: NodeMaterialConnectionPoint;
  116333. /**
  116334. * Gets the output component
  116335. */
  116336. readonly output: NodeMaterialConnectionPoint;
  116337. protected _buildBlock(state: NodeMaterialBuildState): this;
  116338. }
  116339. }
  116340. declare module BABYLON {
  116341. /**
  116342. * Block used to add 2 vectors
  116343. */
  116344. export class AddBlock extends NodeMaterialBlock {
  116345. /**
  116346. * Creates a new AddBlock
  116347. * @param name defines the block name
  116348. */
  116349. constructor(name: string);
  116350. /**
  116351. * Gets the current class name
  116352. * @returns the class name
  116353. */
  116354. getClassName(): string;
  116355. /**
  116356. * Gets the left operand input component
  116357. */
  116358. readonly left: NodeMaterialConnectionPoint;
  116359. /**
  116360. * Gets the right operand input component
  116361. */
  116362. readonly right: NodeMaterialConnectionPoint;
  116363. /**
  116364. * Gets the output component
  116365. */
  116366. readonly output: NodeMaterialConnectionPoint;
  116367. protected _buildBlock(state: NodeMaterialBuildState): this;
  116368. }
  116369. }
  116370. declare module BABYLON {
  116371. /**
  116372. * Block used to clamp a float
  116373. */
  116374. export class ClampBlock extends NodeMaterialBlock {
  116375. /** Gets or sets the minimum range */
  116376. minimum: number;
  116377. /** Gets or sets the maximum range */
  116378. maximum: number;
  116379. /**
  116380. * Creates a new ClampBlock
  116381. * @param name defines the block name
  116382. */
  116383. constructor(name: string);
  116384. /**
  116385. * Gets the current class name
  116386. * @returns the class name
  116387. */
  116388. getClassName(): string;
  116389. /**
  116390. * Gets the value input component
  116391. */
  116392. readonly value: NodeMaterialConnectionPoint;
  116393. /**
  116394. * Gets the output component
  116395. */
  116396. readonly output: NodeMaterialConnectionPoint;
  116397. protected _buildBlock(state: NodeMaterialBuildState): this;
  116398. }
  116399. }
  116400. declare module BABYLON {
  116401. /**
  116402. * Block used to apply a cross product between 2 vectors
  116403. */
  116404. export class CrossBlock extends NodeMaterialBlock {
  116405. /**
  116406. * Creates a new CrossBlock
  116407. * @param name defines the block name
  116408. */
  116409. constructor(name: string);
  116410. /**
  116411. * Gets the current class name
  116412. * @returns the class name
  116413. */
  116414. getClassName(): string;
  116415. /**
  116416. * Gets the left operand input component
  116417. */
  116418. readonly left: NodeMaterialConnectionPoint;
  116419. /**
  116420. * Gets the right operand input component
  116421. */
  116422. readonly right: NodeMaterialConnectionPoint;
  116423. /**
  116424. * Gets the output component
  116425. */
  116426. readonly output: NodeMaterialConnectionPoint;
  116427. protected _buildBlock(state: NodeMaterialBuildState): this;
  116428. }
  116429. }
  116430. declare module BABYLON {
  116431. /**
  116432. * Block used to apply a dot product between 2 vectors
  116433. */
  116434. export class DotBlock extends NodeMaterialBlock {
  116435. /**
  116436. * Creates a new DotBlock
  116437. * @param name defines the block name
  116438. */
  116439. constructor(name: string);
  116440. /**
  116441. * Gets the current class name
  116442. * @returns the class name
  116443. */
  116444. getClassName(): string;
  116445. /**
  116446. * Gets the left operand input component
  116447. */
  116448. readonly left: NodeMaterialConnectionPoint;
  116449. /**
  116450. * Gets the right operand input component
  116451. */
  116452. readonly right: NodeMaterialConnectionPoint;
  116453. /**
  116454. * Gets the output component
  116455. */
  116456. readonly output: NodeMaterialConnectionPoint;
  116457. protected _buildBlock(state: NodeMaterialBuildState): this;
  116458. }
  116459. }
  116460. declare module BABYLON {
  116461. /**
  116462. * Effect Render Options
  116463. */
  116464. export interface IEffectRendererOptions {
  116465. /**
  116466. * Defines the vertices positions.
  116467. */
  116468. positions?: number[];
  116469. /**
  116470. * Defines the indices.
  116471. */
  116472. indices?: number[];
  116473. }
  116474. /**
  116475. * Helper class to render one or more effects
  116476. */
  116477. export class EffectRenderer {
  116478. private engine;
  116479. private static _DefaultOptions;
  116480. private _vertexBuffers;
  116481. private _indexBuffer;
  116482. private _ringBufferIndex;
  116483. private _ringScreenBuffer;
  116484. private _fullscreenViewport;
  116485. private _getNextFrameBuffer;
  116486. /**
  116487. * Creates an effect renderer
  116488. * @param engine the engine to use for rendering
  116489. * @param options defines the options of the effect renderer
  116490. */
  116491. constructor(engine: Engine, options?: IEffectRendererOptions);
  116492. /**
  116493. * Sets the current viewport in normalized coordinates 0-1
  116494. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  116495. */
  116496. setViewport(viewport?: Viewport): void;
  116497. /**
  116498. * Sets the current effect wrapper to use during draw.
  116499. * The effect needs to be ready before calling this api.
  116500. * This also sets the default full screen position attribute.
  116501. * @param effectWrapper Defines the effect to draw with
  116502. */
  116503. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  116504. /**
  116505. * Draws a full screen quad.
  116506. */
  116507. draw(): void;
  116508. /**
  116509. * renders one or more effects to a specified texture
  116510. * @param effectWrappers list of effects to renderer
  116511. * @param outputTexture texture to draw to, if null it will render to the screen
  116512. */
  116513. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  116514. /**
  116515. * Disposes of the effect renderer
  116516. */
  116517. dispose(): void;
  116518. }
  116519. /**
  116520. * Options to create an EffectWrapper
  116521. */
  116522. interface EffectWrapperCreationOptions {
  116523. /**
  116524. * Engine to use to create the effect
  116525. */
  116526. engine: Engine;
  116527. /**
  116528. * Fragment shader for the effect
  116529. */
  116530. fragmentShader: string;
  116531. /**
  116532. * Vertex shader for the effect
  116533. */
  116534. vertexShader: string;
  116535. /**
  116536. * Attributes to use in the shader
  116537. */
  116538. attributeNames?: Array<string>;
  116539. /**
  116540. * Uniforms to use in the shader
  116541. */
  116542. uniformNames?: Array<string>;
  116543. /**
  116544. * Texture sampler names to use in the shader
  116545. */
  116546. samplerNames?: Array<string>;
  116547. /**
  116548. * The friendly name of the effect displayed in Spector.
  116549. */
  116550. name?: string;
  116551. }
  116552. /**
  116553. * Wraps an effect to be used for rendering
  116554. */
  116555. export class EffectWrapper {
  116556. /**
  116557. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116558. */
  116559. onApplyObservable: Observable<{}>;
  116560. /**
  116561. * The underlying effect
  116562. */
  116563. effect: Effect;
  116564. /**
  116565. * Creates an effect to be renderer
  116566. * @param creationOptions options to create the effect
  116567. */
  116568. constructor(creationOptions: EffectWrapperCreationOptions);
  116569. /**
  116570. * Disposes of the effect wrapper
  116571. */
  116572. dispose(): void;
  116573. }
  116574. }
  116575. declare module BABYLON {
  116576. /**
  116577. * Helper class to push actions to a pool of workers.
  116578. */
  116579. export class WorkerPool implements IDisposable {
  116580. private _workerInfos;
  116581. private _pendingActions;
  116582. /**
  116583. * Constructor
  116584. * @param workers Array of workers to use for actions
  116585. */
  116586. constructor(workers: Array<Worker>);
  116587. /**
  116588. * Terminates all workers and clears any pending actions.
  116589. */
  116590. dispose(): void;
  116591. /**
  116592. * Pushes an action to the worker pool. If all the workers are active, the action will be
  116593. * pended until a worker has completed its action.
  116594. * @param action The action to perform. Call onComplete when the action is complete.
  116595. */
  116596. push(action: (worker: Worker, onComplete: () => void) => void): void;
  116597. private _execute;
  116598. }
  116599. }
  116600. declare module BABYLON {
  116601. /**
  116602. * Configuration for Draco compression
  116603. */
  116604. export interface IDracoCompressionConfiguration {
  116605. /**
  116606. * Configuration for the decoder.
  116607. */
  116608. decoder: {
  116609. /**
  116610. * The url to the WebAssembly module.
  116611. */
  116612. wasmUrl?: string;
  116613. /**
  116614. * The url to the WebAssembly binary.
  116615. */
  116616. wasmBinaryUrl?: string;
  116617. /**
  116618. * The url to the fallback JavaScript module.
  116619. */
  116620. fallbackUrl?: string;
  116621. };
  116622. }
  116623. /**
  116624. * Draco compression (https://google.github.io/draco/)
  116625. *
  116626. * This class wraps the Draco module.
  116627. *
  116628. * **Encoder**
  116629. *
  116630. * The encoder is not currently implemented.
  116631. *
  116632. * **Decoder**
  116633. *
  116634. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  116635. *
  116636. * To update the configuration, use the following code:
  116637. * ```javascript
  116638. * DracoCompression.Configuration = {
  116639. * decoder: {
  116640. * wasmUrl: "<url to the WebAssembly library>",
  116641. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  116642. * fallbackUrl: "<url to the fallback JavaScript library>",
  116643. * }
  116644. * };
  116645. * ```
  116646. *
  116647. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  116648. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  116649. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  116650. *
  116651. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  116652. * ```javascript
  116653. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  116654. * ```
  116655. *
  116656. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  116657. */
  116658. export class DracoCompression implements IDisposable {
  116659. private _workerPoolPromise?;
  116660. private _decoderModulePromise?;
  116661. /**
  116662. * The configuration. Defaults to the following urls:
  116663. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  116664. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  116665. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  116666. */
  116667. static Configuration: IDracoCompressionConfiguration;
  116668. /**
  116669. * Returns true if the decoder configuration is available.
  116670. */
  116671. static readonly DecoderAvailable: boolean;
  116672. /**
  116673. * Default number of workers to create when creating the draco compression object.
  116674. */
  116675. static DefaultNumWorkers: number;
  116676. private static GetDefaultNumWorkers;
  116677. private static _Default;
  116678. /**
  116679. * Default instance for the draco compression object.
  116680. */
  116681. static readonly Default: DracoCompression;
  116682. /**
  116683. * Constructor
  116684. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  116685. */
  116686. constructor(numWorkers?: number);
  116687. /**
  116688. * Stop all async operations and release resources.
  116689. */
  116690. dispose(): void;
  116691. /**
  116692. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  116693. * @returns a promise that resolves when ready
  116694. */
  116695. whenReadyAsync(): Promise<void>;
  116696. /**
  116697. * Decode Draco compressed mesh data to vertex data.
  116698. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  116699. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  116700. * @returns A promise that resolves with the decoded vertex data
  116701. */
  116702. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  116703. [kind: string]: number;
  116704. }): Promise<VertexData>;
  116705. }
  116706. }
  116707. declare module BABYLON {
  116708. /**
  116709. * Class for building Constructive Solid Geometry
  116710. */
  116711. export class CSG {
  116712. private polygons;
  116713. /**
  116714. * The world matrix
  116715. */
  116716. matrix: Matrix;
  116717. /**
  116718. * Stores the position
  116719. */
  116720. position: Vector3;
  116721. /**
  116722. * Stores the rotation
  116723. */
  116724. rotation: Vector3;
  116725. /**
  116726. * Stores the rotation quaternion
  116727. */
  116728. rotationQuaternion: Nullable<Quaternion>;
  116729. /**
  116730. * Stores the scaling vector
  116731. */
  116732. scaling: Vector3;
  116733. /**
  116734. * Convert the Mesh to CSG
  116735. * @param mesh The Mesh to convert to CSG
  116736. * @returns A new CSG from the Mesh
  116737. */
  116738. static FromMesh(mesh: Mesh): CSG;
  116739. /**
  116740. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  116741. * @param polygons Polygons used to construct a CSG solid
  116742. */
  116743. private static FromPolygons;
  116744. /**
  116745. * Clones, or makes a deep copy, of the CSG
  116746. * @returns A new CSG
  116747. */
  116748. clone(): CSG;
  116749. /**
  116750. * Unions this CSG with another CSG
  116751. * @param csg The CSG to union against this CSG
  116752. * @returns The unioned CSG
  116753. */
  116754. union(csg: CSG): CSG;
  116755. /**
  116756. * Unions this CSG with another CSG in place
  116757. * @param csg The CSG to union against this CSG
  116758. */
  116759. unionInPlace(csg: CSG): void;
  116760. /**
  116761. * Subtracts this CSG with another CSG
  116762. * @param csg The CSG to subtract against this CSG
  116763. * @returns A new CSG
  116764. */
  116765. subtract(csg: CSG): CSG;
  116766. /**
  116767. * Subtracts this CSG with another CSG in place
  116768. * @param csg The CSG to subtact against this CSG
  116769. */
  116770. subtractInPlace(csg: CSG): void;
  116771. /**
  116772. * Intersect this CSG with another CSG
  116773. * @param csg The CSG to intersect against this CSG
  116774. * @returns A new CSG
  116775. */
  116776. intersect(csg: CSG): CSG;
  116777. /**
  116778. * Intersects this CSG with another CSG in place
  116779. * @param csg The CSG to intersect against this CSG
  116780. */
  116781. intersectInPlace(csg: CSG): void;
  116782. /**
  116783. * Return a new CSG solid with solid and empty space switched. This solid is
  116784. * not modified.
  116785. * @returns A new CSG solid with solid and empty space switched
  116786. */
  116787. inverse(): CSG;
  116788. /**
  116789. * Inverses the CSG in place
  116790. */
  116791. inverseInPlace(): void;
  116792. /**
  116793. * This is used to keep meshes transformations so they can be restored
  116794. * when we build back a Babylon Mesh
  116795. * NB : All CSG operations are performed in world coordinates
  116796. * @param csg The CSG to copy the transform attributes from
  116797. * @returns This CSG
  116798. */
  116799. copyTransformAttributes(csg: CSG): CSG;
  116800. /**
  116801. * Build Raw mesh from CSG
  116802. * Coordinates here are in world space
  116803. * @param name The name of the mesh geometry
  116804. * @param scene The Scene
  116805. * @param keepSubMeshes Specifies if the submeshes should be kept
  116806. * @returns A new Mesh
  116807. */
  116808. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  116809. /**
  116810. * Build Mesh from CSG taking material and transforms into account
  116811. * @param name The name of the Mesh
  116812. * @param material The material of the Mesh
  116813. * @param scene The Scene
  116814. * @param keepSubMeshes Specifies if submeshes should be kept
  116815. * @returns The new Mesh
  116816. */
  116817. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  116818. }
  116819. }
  116820. declare module BABYLON {
  116821. /**
  116822. * Class used to create a trail following a mesh
  116823. */
  116824. export class TrailMesh extends Mesh {
  116825. private _generator;
  116826. private _autoStart;
  116827. private _running;
  116828. private _diameter;
  116829. private _length;
  116830. private _sectionPolygonPointsCount;
  116831. private _sectionVectors;
  116832. private _sectionNormalVectors;
  116833. private _beforeRenderObserver;
  116834. /**
  116835. * @constructor
  116836. * @param name The value used by scene.getMeshByName() to do a lookup.
  116837. * @param generator The mesh to generate a trail.
  116838. * @param scene The scene to add this mesh to.
  116839. * @param diameter Diameter of trailing mesh. Default is 1.
  116840. * @param length Length of trailing mesh. Default is 60.
  116841. * @param autoStart Automatically start trailing mesh. Default true.
  116842. */
  116843. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  116844. /**
  116845. * "TrailMesh"
  116846. * @returns "TrailMesh"
  116847. */
  116848. getClassName(): string;
  116849. private _createMesh;
  116850. /**
  116851. * Start trailing mesh.
  116852. */
  116853. start(): void;
  116854. /**
  116855. * Stop trailing mesh.
  116856. */
  116857. stop(): void;
  116858. /**
  116859. * Update trailing mesh geometry.
  116860. */
  116861. update(): void;
  116862. /**
  116863. * Returns a new TrailMesh object.
  116864. * @param name is a string, the name given to the new mesh
  116865. * @param newGenerator use new generator object for cloned trail mesh
  116866. * @returns a new mesh
  116867. */
  116868. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  116869. /**
  116870. * Serializes this trail mesh
  116871. * @param serializationObject object to write serialization to
  116872. */
  116873. serialize(serializationObject: any): void;
  116874. /**
  116875. * Parses a serialized trail mesh
  116876. * @param parsedMesh the serialized mesh
  116877. * @param scene the scene to create the trail mesh in
  116878. * @returns the created trail mesh
  116879. */
  116880. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  116881. }
  116882. }
  116883. declare module BABYLON {
  116884. /**
  116885. * Class containing static functions to help procedurally build meshes
  116886. */
  116887. export class TiledBoxBuilder {
  116888. /**
  116889. * Creates a box mesh
  116890. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  116891. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  116892. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116893. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  116894. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116895. * @param name defines the name of the mesh
  116896. * @param options defines the options used to create the mesh
  116897. * @param scene defines the hosting scene
  116898. * @returns the box mesh
  116899. */
  116900. static CreateTiledBox(name: string, options: {
  116901. pattern?: number;
  116902. width?: number;
  116903. height?: number;
  116904. depth?: number;
  116905. tileSize?: number;
  116906. tileWidth?: number;
  116907. tileHeight?: number;
  116908. alignHorizontal?: number;
  116909. alignVertical?: number;
  116910. faceUV?: Vector4[];
  116911. faceColors?: Color4[];
  116912. sideOrientation?: number;
  116913. updatable?: boolean;
  116914. }, scene?: Nullable<Scene>): Mesh;
  116915. }
  116916. }
  116917. declare module BABYLON {
  116918. /**
  116919. * Class containing static functions to help procedurally build meshes
  116920. */
  116921. export class TorusKnotBuilder {
  116922. /**
  116923. * Creates a torus knot mesh
  116924. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  116925. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  116926. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  116927. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  116928. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116929. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  116930. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116931. * @param name defines the name of the mesh
  116932. * @param options defines the options used to create the mesh
  116933. * @param scene defines the hosting scene
  116934. * @returns the torus knot mesh
  116935. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  116936. */
  116937. static CreateTorusKnot(name: string, options: {
  116938. radius?: number;
  116939. tube?: number;
  116940. radialSegments?: number;
  116941. tubularSegments?: number;
  116942. p?: number;
  116943. q?: number;
  116944. updatable?: boolean;
  116945. sideOrientation?: number;
  116946. frontUVs?: Vector4;
  116947. backUVs?: Vector4;
  116948. }, scene: any): Mesh;
  116949. }
  116950. }
  116951. declare module BABYLON {
  116952. /**
  116953. * Polygon
  116954. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  116955. */
  116956. export class Polygon {
  116957. /**
  116958. * Creates a rectangle
  116959. * @param xmin bottom X coord
  116960. * @param ymin bottom Y coord
  116961. * @param xmax top X coord
  116962. * @param ymax top Y coord
  116963. * @returns points that make the resulting rectation
  116964. */
  116965. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  116966. /**
  116967. * Creates a circle
  116968. * @param radius radius of circle
  116969. * @param cx scale in x
  116970. * @param cy scale in y
  116971. * @param numberOfSides number of sides that make up the circle
  116972. * @returns points that make the resulting circle
  116973. */
  116974. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  116975. /**
  116976. * Creates a polygon from input string
  116977. * @param input Input polygon data
  116978. * @returns the parsed points
  116979. */
  116980. static Parse(input: string): Vector2[];
  116981. /**
  116982. * Starts building a polygon from x and y coordinates
  116983. * @param x x coordinate
  116984. * @param y y coordinate
  116985. * @returns the started path2
  116986. */
  116987. static StartingAt(x: number, y: number): Path2;
  116988. }
  116989. /**
  116990. * Builds a polygon
  116991. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  116992. */
  116993. export class PolygonMeshBuilder {
  116994. private _points;
  116995. private _outlinepoints;
  116996. private _holes;
  116997. private _name;
  116998. private _scene;
  116999. private _epoints;
  117000. private _eholes;
  117001. private _addToepoint;
  117002. /**
  117003. * Babylon reference to the earcut plugin.
  117004. */
  117005. bjsEarcut: any;
  117006. /**
  117007. * Creates a PolygonMeshBuilder
  117008. * @param name name of the builder
  117009. * @param contours Path of the polygon
  117010. * @param scene scene to add to when creating the mesh
  117011. * @param earcutInjection can be used to inject your own earcut reference
  117012. */
  117013. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117014. /**
  117015. * Adds a whole within the polygon
  117016. * @param hole Array of points defining the hole
  117017. * @returns this
  117018. */
  117019. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117020. /**
  117021. * Creates the polygon
  117022. * @param updatable If the mesh should be updatable
  117023. * @param depth The depth of the mesh created
  117024. * @returns the created mesh
  117025. */
  117026. build(updatable?: boolean, depth?: number): Mesh;
  117027. /**
  117028. * Creates the polygon
  117029. * @param depth The depth of the mesh created
  117030. * @returns the created VertexData
  117031. */
  117032. buildVertexData(depth?: number): VertexData;
  117033. /**
  117034. * Adds a side to the polygon
  117035. * @param positions points that make the polygon
  117036. * @param normals normals of the polygon
  117037. * @param uvs uvs of the polygon
  117038. * @param indices indices of the polygon
  117039. * @param bounds bounds of the polygon
  117040. * @param points points of the polygon
  117041. * @param depth depth of the polygon
  117042. * @param flip flip of the polygon
  117043. */
  117044. private addSide;
  117045. }
  117046. }
  117047. declare module BABYLON {
  117048. /**
  117049. * Class containing static functions to help procedurally build meshes
  117050. */
  117051. export class PolygonBuilder {
  117052. /**
  117053. * Creates a polygon mesh
  117054. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117055. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  117056. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117057. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117058. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117059. * * Remember you can only change the shape positions, not their number when updating a polygon
  117060. * @param name defines the name of the mesh
  117061. * @param options defines the options used to create the mesh
  117062. * @param scene defines the hosting scene
  117063. * @param earcutInjection can be used to inject your own earcut reference
  117064. * @returns the polygon mesh
  117065. */
  117066. static CreatePolygon(name: string, options: {
  117067. shape: Vector3[];
  117068. holes?: Vector3[][];
  117069. depth?: number;
  117070. faceUV?: Vector4[];
  117071. faceColors?: Color4[];
  117072. updatable?: boolean;
  117073. sideOrientation?: number;
  117074. frontUVs?: Vector4;
  117075. backUVs?: Vector4;
  117076. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117077. /**
  117078. * Creates an extruded polygon mesh, with depth in the Y direction.
  117079. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  117080. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117081. * @param name defines the name of the mesh
  117082. * @param options defines the options used to create the mesh
  117083. * @param scene defines the hosting scene
  117084. * @param earcutInjection can be used to inject your own earcut reference
  117085. * @returns the polygon mesh
  117086. */
  117087. static ExtrudePolygon(name: string, options: {
  117088. shape: Vector3[];
  117089. holes?: Vector3[][];
  117090. depth?: number;
  117091. faceUV?: Vector4[];
  117092. faceColors?: Color4[];
  117093. updatable?: boolean;
  117094. sideOrientation?: number;
  117095. frontUVs?: Vector4;
  117096. backUVs?: Vector4;
  117097. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117098. }
  117099. }
  117100. declare module BABYLON {
  117101. /**
  117102. * Class containing static functions to help procedurally build meshes
  117103. */
  117104. export class LatheBuilder {
  117105. /**
  117106. * Creates lathe mesh.
  117107. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117108. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  117109. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117110. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117111. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117112. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  117113. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117114. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117115. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117116. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117117. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117119. * @param name defines the name of the mesh
  117120. * @param options defines the options used to create the mesh
  117121. * @param scene defines the hosting scene
  117122. * @returns the lathe mesh
  117123. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117124. */
  117125. static CreateLathe(name: string, options: {
  117126. shape: Vector3[];
  117127. radius?: number;
  117128. tessellation?: number;
  117129. clip?: number;
  117130. arc?: number;
  117131. closed?: boolean;
  117132. updatable?: boolean;
  117133. sideOrientation?: number;
  117134. frontUVs?: Vector4;
  117135. backUVs?: Vector4;
  117136. cap?: number;
  117137. invertUV?: boolean;
  117138. }, scene?: Nullable<Scene>): Mesh;
  117139. }
  117140. }
  117141. declare module BABYLON {
  117142. /**
  117143. * Class containing static functions to help procedurally build meshes
  117144. */
  117145. export class TiledPlaneBuilder {
  117146. /**
  117147. * Creates a tiled plane mesh
  117148. * * The parameter `pattern` will, depending on value, do nothing or
  117149. * * * flip (reflect about central vertical) alternate tiles across and up
  117150. * * * flip every tile on alternate rows
  117151. * * * rotate (180 degs) alternate tiles across and up
  117152. * * * rotate every tile on alternate rows
  117153. * * * flip and rotate alternate tiles across and up
  117154. * * * flip and rotate every tile on alternate rows
  117155. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117156. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117157. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117158. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117159. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  117160. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  117161. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117162. * @param name defines the name of the mesh
  117163. * @param options defines the options used to create the mesh
  117164. * @param scene defines the hosting scene
  117165. * @returns the box mesh
  117166. */
  117167. static CreateTiledPlane(name: string, options: {
  117168. pattern?: number;
  117169. tileSize?: number;
  117170. tileWidth?: number;
  117171. tileHeight?: number;
  117172. size?: number;
  117173. width?: number;
  117174. height?: number;
  117175. alignHorizontal?: number;
  117176. alignVertical?: number;
  117177. sideOrientation?: number;
  117178. frontUVs?: Vector4;
  117179. backUVs?: Vector4;
  117180. updatable?: boolean;
  117181. }, scene?: Nullable<Scene>): Mesh;
  117182. }
  117183. }
  117184. declare module BABYLON {
  117185. /**
  117186. * Class containing static functions to help procedurally build meshes
  117187. */
  117188. export class TubeBuilder {
  117189. /**
  117190. * Creates a tube mesh.
  117191. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117192. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117193. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117194. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117195. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117196. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  117197. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117198. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117199. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  117200. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117201. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117202. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117204. * @param name defines the name of the mesh
  117205. * @param options defines the options used to create the mesh
  117206. * @param scene defines the hosting scene
  117207. * @returns the tube mesh
  117208. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117209. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117210. */
  117211. static CreateTube(name: string, options: {
  117212. path: Vector3[];
  117213. radius?: number;
  117214. tessellation?: number;
  117215. radiusFunction?: {
  117216. (i: number, distance: number): number;
  117217. };
  117218. cap?: number;
  117219. arc?: number;
  117220. updatable?: boolean;
  117221. sideOrientation?: number;
  117222. frontUVs?: Vector4;
  117223. backUVs?: Vector4;
  117224. instance?: Mesh;
  117225. invertUV?: boolean;
  117226. }, scene?: Nullable<Scene>): Mesh;
  117227. }
  117228. }
  117229. declare module BABYLON {
  117230. /**
  117231. * Class containing static functions to help procedurally build meshes
  117232. */
  117233. export class IcoSphereBuilder {
  117234. /**
  117235. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117236. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117237. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  117238. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117239. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  117240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117241. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117243. * @param name defines the name of the mesh
  117244. * @param options defines the options used to create the mesh
  117245. * @param scene defines the hosting scene
  117246. * @returns the icosahedron mesh
  117247. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117248. */
  117249. static CreateIcoSphere(name: string, options: {
  117250. radius?: number;
  117251. radiusX?: number;
  117252. radiusY?: number;
  117253. radiusZ?: number;
  117254. flat?: boolean;
  117255. subdivisions?: number;
  117256. sideOrientation?: number;
  117257. frontUVs?: Vector4;
  117258. backUVs?: Vector4;
  117259. updatable?: boolean;
  117260. }, scene?: Nullable<Scene>): Mesh;
  117261. }
  117262. }
  117263. declare module BABYLON {
  117264. /**
  117265. * Class containing static functions to help procedurally build meshes
  117266. */
  117267. export class DecalBuilder {
  117268. /**
  117269. * Creates a decal mesh.
  117270. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  117271. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117272. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117273. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117274. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117275. * @param name defines the name of the mesh
  117276. * @param sourceMesh defines the mesh where the decal must be applied
  117277. * @param options defines the options used to create the mesh
  117278. * @param scene defines the hosting scene
  117279. * @returns the decal mesh
  117280. * @see https://doc.babylonjs.com/how_to/decals
  117281. */
  117282. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117283. position?: Vector3;
  117284. normal?: Vector3;
  117285. size?: Vector3;
  117286. angle?: number;
  117287. }): Mesh;
  117288. }
  117289. }
  117290. declare module BABYLON {
  117291. /**
  117292. * Class containing static functions to help procedurally build meshes
  117293. */
  117294. export class MeshBuilder {
  117295. /**
  117296. * Creates a box mesh
  117297. * * The parameter `size` sets the size (float) of each box side (default 1)
  117298. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117299. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  117300. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117301. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117302. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117304. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117305. * @param name defines the name of the mesh
  117306. * @param options defines the options used to create the mesh
  117307. * @param scene defines the hosting scene
  117308. * @returns the box mesh
  117309. */
  117310. static CreateBox(name: string, options: {
  117311. size?: number;
  117312. width?: number;
  117313. height?: number;
  117314. depth?: number;
  117315. faceUV?: Vector4[];
  117316. faceColors?: Color4[];
  117317. sideOrientation?: number;
  117318. frontUVs?: Vector4;
  117319. backUVs?: Vector4;
  117320. updatable?: boolean;
  117321. }, scene?: Nullable<Scene>): Mesh;
  117322. /**
  117323. * Creates a tiled box mesh
  117324. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117325. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117326. * @param name defines the name of the mesh
  117327. * @param options defines the options used to create the mesh
  117328. * @param scene defines the hosting scene
  117329. * @returns the tiled box mesh
  117330. */
  117331. static CreateTiledBox(name: string, options: {
  117332. pattern?: number;
  117333. size?: number;
  117334. width?: number;
  117335. height?: number;
  117336. depth: number;
  117337. tileSize?: number;
  117338. tileWidth?: number;
  117339. tileHeight?: number;
  117340. faceUV?: Vector4[];
  117341. faceColors?: Color4[];
  117342. alignHorizontal?: number;
  117343. alignVertical?: number;
  117344. sideOrientation?: number;
  117345. updatable?: boolean;
  117346. }, scene?: Nullable<Scene>): Mesh;
  117347. /**
  117348. * Creates a sphere mesh
  117349. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117350. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  117351. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117352. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  117353. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  117354. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117355. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117356. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117357. * @param name defines the name of the mesh
  117358. * @param options defines the options used to create the mesh
  117359. * @param scene defines the hosting scene
  117360. * @returns the sphere mesh
  117361. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117362. */
  117363. static CreateSphere(name: string, options: {
  117364. segments?: number;
  117365. diameter?: number;
  117366. diameterX?: number;
  117367. diameterY?: number;
  117368. diameterZ?: number;
  117369. arc?: number;
  117370. slice?: number;
  117371. sideOrientation?: number;
  117372. frontUVs?: Vector4;
  117373. backUVs?: Vector4;
  117374. updatable?: boolean;
  117375. }, scene?: Nullable<Scene>): Mesh;
  117376. /**
  117377. * Creates a plane polygonal mesh. By default, this is a disc
  117378. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117379. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  117380. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  117381. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117382. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117383. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117384. * @param name defines the name of the mesh
  117385. * @param options defines the options used to create the mesh
  117386. * @param scene defines the hosting scene
  117387. * @returns the plane polygonal mesh
  117388. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117389. */
  117390. static CreateDisc(name: string, options: {
  117391. radius?: number;
  117392. tessellation?: number;
  117393. arc?: number;
  117394. updatable?: boolean;
  117395. sideOrientation?: number;
  117396. frontUVs?: Vector4;
  117397. backUVs?: Vector4;
  117398. }, scene?: Nullable<Scene>): Mesh;
  117399. /**
  117400. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117401. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117402. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  117403. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117404. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  117405. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117406. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117407. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117408. * @param name defines the name of the mesh
  117409. * @param options defines the options used to create the mesh
  117410. * @param scene defines the hosting scene
  117411. * @returns the icosahedron mesh
  117412. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117413. */
  117414. static CreateIcoSphere(name: string, options: {
  117415. radius?: number;
  117416. radiusX?: number;
  117417. radiusY?: number;
  117418. radiusZ?: number;
  117419. flat?: boolean;
  117420. subdivisions?: number;
  117421. sideOrientation?: number;
  117422. frontUVs?: Vector4;
  117423. backUVs?: Vector4;
  117424. updatable?: boolean;
  117425. }, scene?: Nullable<Scene>): Mesh;
  117426. /**
  117427. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117428. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117429. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117430. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117431. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  117432. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  117433. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  117434. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117435. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117436. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117437. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  117438. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117439. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  117440. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117442. * @param name defines the name of the mesh
  117443. * @param options defines the options used to create the mesh
  117444. * @param scene defines the hosting scene
  117445. * @returns the ribbon mesh
  117446. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117447. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117448. */
  117449. static CreateRibbon(name: string, options: {
  117450. pathArray: Vector3[][];
  117451. closeArray?: boolean;
  117452. closePath?: boolean;
  117453. offset?: number;
  117454. updatable?: boolean;
  117455. sideOrientation?: number;
  117456. frontUVs?: Vector4;
  117457. backUVs?: Vector4;
  117458. instance?: Mesh;
  117459. invertUV?: boolean;
  117460. uvs?: Vector2[];
  117461. colors?: Color4[];
  117462. }, scene?: Nullable<Scene>): Mesh;
  117463. /**
  117464. * Creates a cylinder or a cone mesh
  117465. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117466. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117467. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  117468. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117469. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117470. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117471. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117472. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  117473. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117474. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  117475. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  117476. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117477. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  117478. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  117479. * * If `enclose` is false, a ring surface is one element.
  117480. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117481. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  117482. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117483. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117485. * @param name defines the name of the mesh
  117486. * @param options defines the options used to create the mesh
  117487. * @param scene defines the hosting scene
  117488. * @returns the cylinder mesh
  117489. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117490. */
  117491. static CreateCylinder(name: string, options: {
  117492. height?: number;
  117493. diameterTop?: number;
  117494. diameterBottom?: number;
  117495. diameter?: number;
  117496. tessellation?: number;
  117497. subdivisions?: number;
  117498. arc?: number;
  117499. faceColors?: Color4[];
  117500. faceUV?: Vector4[];
  117501. updatable?: boolean;
  117502. hasRings?: boolean;
  117503. enclose?: boolean;
  117504. cap?: number;
  117505. sideOrientation?: number;
  117506. frontUVs?: Vector4;
  117507. backUVs?: Vector4;
  117508. }, scene?: Nullable<Scene>): Mesh;
  117509. /**
  117510. * Creates a torus mesh
  117511. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117512. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117513. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117514. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117515. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117517. * @param name defines the name of the mesh
  117518. * @param options defines the options used to create the mesh
  117519. * @param scene defines the hosting scene
  117520. * @returns the torus mesh
  117521. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117522. */
  117523. static CreateTorus(name: string, options: {
  117524. diameter?: number;
  117525. thickness?: number;
  117526. tessellation?: number;
  117527. updatable?: boolean;
  117528. sideOrientation?: number;
  117529. frontUVs?: Vector4;
  117530. backUVs?: Vector4;
  117531. }, scene?: Nullable<Scene>): Mesh;
  117532. /**
  117533. * Creates a torus knot mesh
  117534. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117535. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117536. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117537. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117538. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117539. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117541. * @param name defines the name of the mesh
  117542. * @param options defines the options used to create the mesh
  117543. * @param scene defines the hosting scene
  117544. * @returns the torus knot mesh
  117545. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117546. */
  117547. static CreateTorusKnot(name: string, options: {
  117548. radius?: number;
  117549. tube?: number;
  117550. radialSegments?: number;
  117551. tubularSegments?: number;
  117552. p?: number;
  117553. q?: number;
  117554. updatable?: boolean;
  117555. sideOrientation?: number;
  117556. frontUVs?: Vector4;
  117557. backUVs?: Vector4;
  117558. }, scene?: Nullable<Scene>): Mesh;
  117559. /**
  117560. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117561. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  117562. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117563. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117564. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117565. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117566. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117567. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  117568. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  117569. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117570. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  117571. * @param name defines the name of the new line system
  117572. * @param options defines the options used to create the line system
  117573. * @param scene defines the hosting scene
  117574. * @returns a new line system mesh
  117575. */
  117576. static CreateLineSystem(name: string, options: {
  117577. lines: Vector3[][];
  117578. updatable?: boolean;
  117579. instance?: Nullable<LinesMesh>;
  117580. colors?: Nullable<Color4[][]>;
  117581. useVertexAlpha?: boolean;
  117582. }, scene: Nullable<Scene>): LinesMesh;
  117583. /**
  117584. * Creates a line mesh
  117585. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  117586. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117587. * * The parameter `points` is an array successive Vector3
  117588. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  117589. * * The optional parameter `colors` is an array of successive Color4, one per line point
  117590. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  117591. * * When updating an instance, remember that only point positions can change, not the number of points
  117592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117593. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  117594. * @param name defines the name of the new line system
  117595. * @param options defines the options used to create the line system
  117596. * @param scene defines the hosting scene
  117597. * @returns a new line mesh
  117598. */
  117599. static CreateLines(name: string, options: {
  117600. points: Vector3[];
  117601. updatable?: boolean;
  117602. instance?: Nullable<LinesMesh>;
  117603. colors?: Color4[];
  117604. useVertexAlpha?: boolean;
  117605. }, scene?: Nullable<Scene>): LinesMesh;
  117606. /**
  117607. * Creates a dashed line mesh
  117608. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  117609. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  117610. * * The parameter `points` is an array successive Vector3
  117611. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  117612. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  117613. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  117614. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  117615. * * When updating an instance, remember that only point positions can change, not the number of points
  117616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117617. * @param name defines the name of the mesh
  117618. * @param options defines the options used to create the mesh
  117619. * @param scene defines the hosting scene
  117620. * @returns the dashed line mesh
  117621. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  117622. */
  117623. static CreateDashedLines(name: string, options: {
  117624. points: Vector3[];
  117625. dashSize?: number;
  117626. gapSize?: number;
  117627. dashNb?: number;
  117628. updatable?: boolean;
  117629. instance?: LinesMesh;
  117630. }, scene?: Nullable<Scene>): LinesMesh;
  117631. /**
  117632. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117633. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  117634. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117635. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  117636. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  117637. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117638. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  117639. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  117640. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117641. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117642. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  117643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117644. * @param name defines the name of the mesh
  117645. * @param options defines the options used to create the mesh
  117646. * @param scene defines the hosting scene
  117647. * @returns the extruded shape mesh
  117648. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117649. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117650. */
  117651. static ExtrudeShape(name: string, options: {
  117652. shape: Vector3[];
  117653. path: Vector3[];
  117654. scale?: number;
  117655. rotation?: number;
  117656. cap?: number;
  117657. updatable?: boolean;
  117658. sideOrientation?: number;
  117659. frontUVs?: Vector4;
  117660. backUVs?: Vector4;
  117661. instance?: Mesh;
  117662. invertUV?: boolean;
  117663. }, scene?: Nullable<Scene>): Mesh;
  117664. /**
  117665. * Creates an custom extruded shape mesh.
  117666. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  117667. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  117668. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  117669. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  117670. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  117671. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  117672. * * It must returns a float value that will be the scale value applied to the shape on each path point
  117673. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  117674. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  117675. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117676. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  117677. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  117678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117679. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117680. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117682. * @param name defines the name of the mesh
  117683. * @param options defines the options used to create the mesh
  117684. * @param scene defines the hosting scene
  117685. * @returns the custom extruded shape mesh
  117686. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  117687. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117688. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  117689. */
  117690. static ExtrudeShapeCustom(name: string, options: {
  117691. shape: Vector3[];
  117692. path: Vector3[];
  117693. scaleFunction?: any;
  117694. rotationFunction?: any;
  117695. ribbonCloseArray?: boolean;
  117696. ribbonClosePath?: boolean;
  117697. cap?: number;
  117698. updatable?: boolean;
  117699. sideOrientation?: number;
  117700. frontUVs?: Vector4;
  117701. backUVs?: Vector4;
  117702. instance?: Mesh;
  117703. invertUV?: boolean;
  117704. }, scene?: Nullable<Scene>): Mesh;
  117705. /**
  117706. * Creates lathe mesh.
  117707. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117708. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  117709. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117710. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117711. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117712. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  117713. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117714. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117715. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117716. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117717. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117718. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117719. * @param name defines the name of the mesh
  117720. * @param options defines the options used to create the mesh
  117721. * @param scene defines the hosting scene
  117722. * @returns the lathe mesh
  117723. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117724. */
  117725. static CreateLathe(name: string, options: {
  117726. shape: Vector3[];
  117727. radius?: number;
  117728. tessellation?: number;
  117729. clip?: number;
  117730. arc?: number;
  117731. closed?: boolean;
  117732. updatable?: boolean;
  117733. sideOrientation?: number;
  117734. frontUVs?: Vector4;
  117735. backUVs?: Vector4;
  117736. cap?: number;
  117737. invertUV?: boolean;
  117738. }, scene?: Nullable<Scene>): Mesh;
  117739. /**
  117740. * Creates a tiled plane mesh
  117741. * * You can set a limited pattern arrangement with the tiles
  117742. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117743. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117745. * @param name defines the name of the mesh
  117746. * @param options defines the options used to create the mesh
  117747. * @param scene defines the hosting scene
  117748. * @returns the plane mesh
  117749. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117750. */
  117751. static CreateTiledPlane(name: string, options: {
  117752. pattern?: number;
  117753. tileSize?: number;
  117754. tileWidth?: number;
  117755. tileHeight?: number;
  117756. size?: number;
  117757. width?: number;
  117758. height?: number;
  117759. alignHorizontal?: number;
  117760. alignVertical?: number;
  117761. sideOrientation?: number;
  117762. frontUVs?: Vector4;
  117763. backUVs?: Vector4;
  117764. updatable?: boolean;
  117765. }, scene?: Nullable<Scene>): Mesh;
  117766. /**
  117767. * Creates a plane mesh
  117768. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  117769. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  117770. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  117771. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117772. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117774. * @param name defines the name of the mesh
  117775. * @param options defines the options used to create the mesh
  117776. * @param scene defines the hosting scene
  117777. * @returns the plane mesh
  117778. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  117779. */
  117780. static CreatePlane(name: string, options: {
  117781. size?: number;
  117782. width?: number;
  117783. height?: number;
  117784. sideOrientation?: number;
  117785. frontUVs?: Vector4;
  117786. backUVs?: Vector4;
  117787. updatable?: boolean;
  117788. sourcePlane?: Plane;
  117789. }, scene?: Nullable<Scene>): Mesh;
  117790. /**
  117791. * Creates a ground mesh
  117792. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  117793. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  117794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117795. * @param name defines the name of the mesh
  117796. * @param options defines the options used to create the mesh
  117797. * @param scene defines the hosting scene
  117798. * @returns the ground mesh
  117799. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  117800. */
  117801. static CreateGround(name: string, options: {
  117802. width?: number;
  117803. height?: number;
  117804. subdivisions?: number;
  117805. subdivisionsX?: number;
  117806. subdivisionsY?: number;
  117807. updatable?: boolean;
  117808. }, scene?: Nullable<Scene>): Mesh;
  117809. /**
  117810. * Creates a tiled ground mesh
  117811. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  117812. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  117813. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  117814. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  117815. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117816. * @param name defines the name of the mesh
  117817. * @param options defines the options used to create the mesh
  117818. * @param scene defines the hosting scene
  117819. * @returns the tiled ground mesh
  117820. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  117821. */
  117822. static CreateTiledGround(name: string, options: {
  117823. xmin: number;
  117824. zmin: number;
  117825. xmax: number;
  117826. zmax: number;
  117827. subdivisions?: {
  117828. w: number;
  117829. h: number;
  117830. };
  117831. precision?: {
  117832. w: number;
  117833. h: number;
  117834. };
  117835. updatable?: boolean;
  117836. }, scene?: Nullable<Scene>): Mesh;
  117837. /**
  117838. * Creates a ground mesh from a height map
  117839. * * The parameter `url` sets the URL of the height map image resource.
  117840. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  117841. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  117842. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  117843. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  117844. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  117845. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  117846. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  117847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117848. * @param name defines the name of the mesh
  117849. * @param url defines the url to the height map
  117850. * @param options defines the options used to create the mesh
  117851. * @param scene defines the hosting scene
  117852. * @returns the ground mesh
  117853. * @see https://doc.babylonjs.com/babylon101/height_map
  117854. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  117855. */
  117856. static CreateGroundFromHeightMap(name: string, url: string, options: {
  117857. width?: number;
  117858. height?: number;
  117859. subdivisions?: number;
  117860. minHeight?: number;
  117861. maxHeight?: number;
  117862. colorFilter?: Color3;
  117863. alphaFilter?: number;
  117864. updatable?: boolean;
  117865. onReady?: (mesh: GroundMesh) => void;
  117866. }, scene?: Nullable<Scene>): GroundMesh;
  117867. /**
  117868. * Creates a polygon mesh
  117869. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117870. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  117871. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117872. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117873. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  117874. * * Remember you can only change the shape positions, not their number when updating a polygon
  117875. * @param name defines the name of the mesh
  117876. * @param options defines the options used to create the mesh
  117877. * @param scene defines the hosting scene
  117878. * @param earcutInjection can be used to inject your own earcut reference
  117879. * @returns the polygon mesh
  117880. */
  117881. static CreatePolygon(name: string, options: {
  117882. shape: Vector3[];
  117883. holes?: Vector3[][];
  117884. depth?: number;
  117885. faceUV?: Vector4[];
  117886. faceColors?: Color4[];
  117887. updatable?: boolean;
  117888. sideOrientation?: number;
  117889. frontUVs?: Vector4;
  117890. backUVs?: Vector4;
  117891. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117892. /**
  117893. * Creates an extruded polygon mesh, with depth in the Y direction.
  117894. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  117895. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117896. * @param name defines the name of the mesh
  117897. * @param options defines the options used to create the mesh
  117898. * @param scene defines the hosting scene
  117899. * @param earcutInjection can be used to inject your own earcut reference
  117900. * @returns the polygon mesh
  117901. */
  117902. static ExtrudePolygon(name: string, options: {
  117903. shape: Vector3[];
  117904. holes?: Vector3[][];
  117905. depth?: number;
  117906. faceUV?: Vector4[];
  117907. faceColors?: Color4[];
  117908. updatable?: boolean;
  117909. sideOrientation?: number;
  117910. frontUVs?: Vector4;
  117911. backUVs?: Vector4;
  117912. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117913. /**
  117914. * Creates a tube mesh.
  117915. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117916. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117917. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117918. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117919. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117920. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  117921. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117922. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  117923. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  117924. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117925. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117926. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117927. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117928. * @param name defines the name of the mesh
  117929. * @param options defines the options used to create the mesh
  117930. * @param scene defines the hosting scene
  117931. * @returns the tube mesh
  117932. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117933. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117934. */
  117935. static CreateTube(name: string, options: {
  117936. path: Vector3[];
  117937. radius?: number;
  117938. tessellation?: number;
  117939. radiusFunction?: {
  117940. (i: number, distance: number): number;
  117941. };
  117942. cap?: number;
  117943. arc?: number;
  117944. updatable?: boolean;
  117945. sideOrientation?: number;
  117946. frontUVs?: Vector4;
  117947. backUVs?: Vector4;
  117948. instance?: Mesh;
  117949. invertUV?: boolean;
  117950. }, scene?: Nullable<Scene>): Mesh;
  117951. /**
  117952. * Creates a polyhedron mesh
  117953. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  117954. * * The parameter `size` (positive float, default 1) sets the polygon size
  117955. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  117956. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  117957. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  117958. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  117959. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117960. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  117961. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117962. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  117963. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117964. * @param name defines the name of the mesh
  117965. * @param options defines the options used to create the mesh
  117966. * @param scene defines the hosting scene
  117967. * @returns the polyhedron mesh
  117968. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  117969. */
  117970. static CreatePolyhedron(name: string, options: {
  117971. type?: number;
  117972. size?: number;
  117973. sizeX?: number;
  117974. sizeY?: number;
  117975. sizeZ?: number;
  117976. custom?: any;
  117977. faceUV?: Vector4[];
  117978. faceColors?: Color4[];
  117979. flat?: boolean;
  117980. updatable?: boolean;
  117981. sideOrientation?: number;
  117982. frontUVs?: Vector4;
  117983. backUVs?: Vector4;
  117984. }, scene?: Nullable<Scene>): Mesh;
  117985. /**
  117986. * Creates a decal mesh.
  117987. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  117988. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117989. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117990. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117991. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117992. * @param name defines the name of the mesh
  117993. * @param sourceMesh defines the mesh where the decal must be applied
  117994. * @param options defines the options used to create the mesh
  117995. * @param scene defines the hosting scene
  117996. * @returns the decal mesh
  117997. * @see https://doc.babylonjs.com/how_to/decals
  117998. */
  117999. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118000. position?: Vector3;
  118001. normal?: Vector3;
  118002. size?: Vector3;
  118003. angle?: number;
  118004. }): Mesh;
  118005. }
  118006. }
  118007. declare module BABYLON {
  118008. /**
  118009. * A simplifier interface for future simplification implementations
  118010. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118011. */
  118012. export interface ISimplifier {
  118013. /**
  118014. * Simplification of a given mesh according to the given settings.
  118015. * Since this requires computation, it is assumed that the function runs async.
  118016. * @param settings The settings of the simplification, including quality and distance
  118017. * @param successCallback A callback that will be called after the mesh was simplified.
  118018. * @param errorCallback in case of an error, this callback will be called. optional.
  118019. */
  118020. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118021. }
  118022. /**
  118023. * Expected simplification settings.
  118024. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118025. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118026. */
  118027. export interface ISimplificationSettings {
  118028. /**
  118029. * Gets or sets the expected quality
  118030. */
  118031. quality: number;
  118032. /**
  118033. * Gets or sets the distance when this optimized version should be used
  118034. */
  118035. distance: number;
  118036. /**
  118037. * Gets an already optimized mesh
  118038. */
  118039. optimizeMesh?: boolean;
  118040. }
  118041. /**
  118042. * Class used to specify simplification options
  118043. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118044. */
  118045. export class SimplificationSettings implements ISimplificationSettings {
  118046. /** expected quality */
  118047. quality: number;
  118048. /** distance when this optimized version should be used */
  118049. distance: number;
  118050. /** already optimized mesh */
  118051. optimizeMesh?: boolean | undefined;
  118052. /**
  118053. * Creates a SimplificationSettings
  118054. * @param quality expected quality
  118055. * @param distance distance when this optimized version should be used
  118056. * @param optimizeMesh already optimized mesh
  118057. */
  118058. constructor(
  118059. /** expected quality */
  118060. quality: number,
  118061. /** distance when this optimized version should be used */
  118062. distance: number,
  118063. /** already optimized mesh */
  118064. optimizeMesh?: boolean | undefined);
  118065. }
  118066. /**
  118067. * Interface used to define a simplification task
  118068. */
  118069. export interface ISimplificationTask {
  118070. /**
  118071. * Array of settings
  118072. */
  118073. settings: Array<ISimplificationSettings>;
  118074. /**
  118075. * Simplification type
  118076. */
  118077. simplificationType: SimplificationType;
  118078. /**
  118079. * Mesh to simplify
  118080. */
  118081. mesh: Mesh;
  118082. /**
  118083. * Callback called on success
  118084. */
  118085. successCallback?: () => void;
  118086. /**
  118087. * Defines if parallel processing can be used
  118088. */
  118089. parallelProcessing: boolean;
  118090. }
  118091. /**
  118092. * Queue used to order the simplification tasks
  118093. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118094. */
  118095. export class SimplificationQueue {
  118096. private _simplificationArray;
  118097. /**
  118098. * Gets a boolean indicating that the process is still running
  118099. */
  118100. running: boolean;
  118101. /**
  118102. * Creates a new queue
  118103. */
  118104. constructor();
  118105. /**
  118106. * Adds a new simplification task
  118107. * @param task defines a task to add
  118108. */
  118109. addTask(task: ISimplificationTask): void;
  118110. /**
  118111. * Execute next task
  118112. */
  118113. executeNext(): void;
  118114. /**
  118115. * Execute a simplification task
  118116. * @param task defines the task to run
  118117. */
  118118. runSimplification(task: ISimplificationTask): void;
  118119. private getSimplifier;
  118120. }
  118121. /**
  118122. * The implemented types of simplification
  118123. * At the moment only Quadratic Error Decimation is implemented
  118124. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118125. */
  118126. export enum SimplificationType {
  118127. /** Quadratic error decimation */
  118128. QUADRATIC = 0
  118129. }
  118130. }
  118131. declare module BABYLON {
  118132. interface Scene {
  118133. /** @hidden (Backing field) */
  118134. _simplificationQueue: SimplificationQueue;
  118135. /**
  118136. * Gets or sets the simplification queue attached to the scene
  118137. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118138. */
  118139. simplificationQueue: SimplificationQueue;
  118140. }
  118141. interface Mesh {
  118142. /**
  118143. * Simplify the mesh according to the given array of settings.
  118144. * Function will return immediately and will simplify async
  118145. * @param settings a collection of simplification settings
  118146. * @param parallelProcessing should all levels calculate parallel or one after the other
  118147. * @param simplificationType the type of simplification to run
  118148. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118149. * @returns the current mesh
  118150. */
  118151. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118152. }
  118153. /**
  118154. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118155. * created in a scene
  118156. */
  118157. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118158. /**
  118159. * The component name helpfull to identify the component in the list of scene components.
  118160. */
  118161. readonly name: string;
  118162. /**
  118163. * The scene the component belongs to.
  118164. */
  118165. scene: Scene;
  118166. /**
  118167. * Creates a new instance of the component for the given scene
  118168. * @param scene Defines the scene to register the component in
  118169. */
  118170. constructor(scene: Scene);
  118171. /**
  118172. * Registers the component in a given scene
  118173. */
  118174. register(): void;
  118175. /**
  118176. * Rebuilds the elements related to this component in case of
  118177. * context lost for instance.
  118178. */
  118179. rebuild(): void;
  118180. /**
  118181. * Disposes the component and the associated ressources
  118182. */
  118183. dispose(): void;
  118184. private _beforeCameraUpdate;
  118185. }
  118186. }
  118187. declare module BABYLON {
  118188. /**
  118189. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118190. */
  118191. export interface INavigationEnginePlugin {
  118192. /**
  118193. * plugin name
  118194. */
  118195. name: string;
  118196. /**
  118197. * Creates a navigation mesh
  118198. * @param meshes array of all the geometry used to compute the navigatio mesh
  118199. * @param parameters bunch of parameters used to filter geometry
  118200. */
  118201. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118202. /**
  118203. * Create a navigation mesh debug mesh
  118204. * @param scene is where the mesh will be added
  118205. * @returns debug display mesh
  118206. */
  118207. createDebugNavMesh(scene: Scene): Mesh;
  118208. /**
  118209. * Get a navigation mesh constrained position, closest to the parameter position
  118210. * @param position world position
  118211. * @returns the closest point to position constrained by the navigation mesh
  118212. */
  118213. getClosestPoint(position: Vector3): Vector3;
  118214. /**
  118215. * Get a navigation mesh constrained position, within a particular radius
  118216. * @param position world position
  118217. * @param maxRadius the maximum distance to the constrained world position
  118218. * @returns the closest point to position constrained by the navigation mesh
  118219. */
  118220. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118221. /**
  118222. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118223. * @param start world position
  118224. * @param end world position
  118225. * @returns array containing world position composing the path
  118226. */
  118227. computePath(start: Vector3, end: Vector3): Vector3[];
  118228. /**
  118229. * If this plugin is supported
  118230. * @returns true if plugin is supported
  118231. */
  118232. isSupported(): boolean;
  118233. /**
  118234. * Create a new Crowd so you can add agents
  118235. * @param maxAgents the maximum agent count in the crowd
  118236. * @param maxAgentRadius the maximum radius an agent can have
  118237. * @param scene to attach the crowd to
  118238. * @returns the crowd you can add agents to
  118239. */
  118240. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118241. /**
  118242. * Release all resources
  118243. */
  118244. dispose(): void;
  118245. }
  118246. /**
  118247. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118248. */
  118249. export interface ICrowd {
  118250. /**
  118251. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118252. * You can attach anything to that node. The node position is updated in the scene update tick.
  118253. * @param pos world position that will be constrained by the navigation mesh
  118254. * @param parameters agent parameters
  118255. * @param transform hooked to the agent that will be update by the scene
  118256. * @returns agent index
  118257. */
  118258. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118259. /**
  118260. * Returns the agent position in world space
  118261. * @param index agent index returned by addAgent
  118262. * @returns world space position
  118263. */
  118264. getAgentPosition(index: number): Vector3;
  118265. /**
  118266. * Gets the agent velocity in world space
  118267. * @param index agent index returned by addAgent
  118268. * @returns world space velocity
  118269. */
  118270. getAgentVelocity(index: number): Vector3;
  118271. /**
  118272. * remove a particular agent previously created
  118273. * @param index agent index returned by addAgent
  118274. */
  118275. removeAgent(index: number): void;
  118276. /**
  118277. * get the list of all agents attached to this crowd
  118278. * @returns list of agent indices
  118279. */
  118280. getAgents(): number[];
  118281. /**
  118282. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118283. * @param deltaTime in seconds
  118284. */
  118285. update(deltaTime: number): void;
  118286. /**
  118287. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118288. * @param index agent index returned by addAgent
  118289. * @param destination targeted world position
  118290. */
  118291. agentGoto(index: number, destination: Vector3): void;
  118292. /**
  118293. * Release all resources
  118294. */
  118295. dispose(): void;
  118296. }
  118297. /**
  118298. * Configures an agent
  118299. */
  118300. export interface IAgentParameters {
  118301. /**
  118302. * Agent radius. [Limit: >= 0]
  118303. */
  118304. radius: number;
  118305. /**
  118306. * Agent height. [Limit: > 0]
  118307. */
  118308. height: number;
  118309. /**
  118310. * Maximum allowed acceleration. [Limit: >= 0]
  118311. */
  118312. maxAcceleration: number;
  118313. /**
  118314. * Maximum allowed speed. [Limit: >= 0]
  118315. */
  118316. maxSpeed: number;
  118317. /**
  118318. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118319. */
  118320. collisionQueryRange: number;
  118321. /**
  118322. * The path visibility optimization range. [Limit: > 0]
  118323. */
  118324. pathOptimizationRange: number;
  118325. /**
  118326. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118327. */
  118328. separationWeight: number;
  118329. }
  118330. /**
  118331. * Configures the navigation mesh creation
  118332. */
  118333. export interface INavMeshParameters {
  118334. /**
  118335. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118336. */
  118337. cs: number;
  118338. /**
  118339. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118340. */
  118341. ch: number;
  118342. /**
  118343. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118344. */
  118345. walkableSlopeAngle: number;
  118346. /**
  118347. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118348. * be considered walkable. [Limit: >= 3] [Units: vx]
  118349. */
  118350. walkableHeight: number;
  118351. /**
  118352. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118353. */
  118354. walkableClimb: number;
  118355. /**
  118356. * The distance to erode/shrink the walkable area of the heightfield away from
  118357. * obstructions. [Limit: >=0] [Units: vx]
  118358. */
  118359. walkableRadius: number;
  118360. /**
  118361. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118362. */
  118363. maxEdgeLen: number;
  118364. /**
  118365. * The maximum distance a simplfied contour's border edges should deviate
  118366. * the original raw contour. [Limit: >=0] [Units: vx]
  118367. */
  118368. maxSimplificationError: number;
  118369. /**
  118370. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118371. */
  118372. minRegionArea: number;
  118373. /**
  118374. * Any regions with a span count smaller than this value will, if possible,
  118375. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118376. */
  118377. mergeRegionArea: number;
  118378. /**
  118379. * The maximum number of vertices allowed for polygons generated during the
  118380. * contour to polygon conversion process. [Limit: >= 3]
  118381. */
  118382. maxVertsPerPoly: number;
  118383. /**
  118384. * Sets the sampling distance to use when generating the detail mesh.
  118385. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118386. */
  118387. detailSampleDist: number;
  118388. /**
  118389. * The maximum distance the detail mesh surface should deviate from heightfield
  118390. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118391. */
  118392. detailSampleMaxError: number;
  118393. }
  118394. }
  118395. declare module BABYLON {
  118396. /**
  118397. * RecastJS navigation plugin
  118398. */
  118399. export class RecastJSPlugin implements INavigationEnginePlugin {
  118400. /**
  118401. * Reference to the Recast library
  118402. */
  118403. bjsRECAST: any;
  118404. /**
  118405. * plugin name
  118406. */
  118407. name: string;
  118408. /**
  118409. * the first navmesh created. We might extend this to support multiple navmeshes
  118410. */
  118411. navMesh: any;
  118412. /**
  118413. * Initializes the recastJS plugin
  118414. * @param recastInjection can be used to inject your own recast reference
  118415. */
  118416. constructor(recastInjection?: any);
  118417. /**
  118418. * Creates a navigation mesh
  118419. * @param meshes array of all the geometry used to compute the navigatio mesh
  118420. * @param parameters bunch of parameters used to filter geometry
  118421. */
  118422. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118423. /**
  118424. * Create a navigation mesh debug mesh
  118425. * @param scene is where the mesh will be added
  118426. * @returns debug display mesh
  118427. */
  118428. createDebugNavMesh(scene: Scene): Mesh;
  118429. /**
  118430. * Get a navigation mesh constrained position, closest to the parameter position
  118431. * @param position world position
  118432. * @returns the closest point to position constrained by the navigation mesh
  118433. */
  118434. getClosestPoint(position: Vector3): Vector3;
  118435. /**
  118436. * Get a navigation mesh constrained position, within a particular radius
  118437. * @param position world position
  118438. * @param maxRadius the maximum distance to the constrained world position
  118439. * @returns the closest point to position constrained by the navigation mesh
  118440. */
  118441. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118442. /**
  118443. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118444. * @param start world position
  118445. * @param end world position
  118446. * @returns array containing world position composing the path
  118447. */
  118448. computePath(start: Vector3, end: Vector3): Vector3[];
  118449. /**
  118450. * Create a new Crowd so you can add agents
  118451. * @param maxAgents the maximum agent count in the crowd
  118452. * @param maxAgentRadius the maximum radius an agent can have
  118453. * @param scene to attach the crowd to
  118454. * @returns the crowd you can add agents to
  118455. */
  118456. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118457. /**
  118458. * Disposes
  118459. */
  118460. dispose(): void;
  118461. /**
  118462. * If this plugin is supported
  118463. * @returns true if plugin is supported
  118464. */
  118465. isSupported(): boolean;
  118466. }
  118467. /**
  118468. * Recast detour crowd implementation
  118469. */
  118470. export class RecastJSCrowd implements ICrowd {
  118471. /**
  118472. * Recast/detour plugin
  118473. */
  118474. bjsRECASTPlugin: RecastJSPlugin;
  118475. /**
  118476. * Link to the detour crowd
  118477. */
  118478. recastCrowd: any;
  118479. /**
  118480. * One transform per agent
  118481. */
  118482. transforms: TransformNode[];
  118483. /**
  118484. * All agents created
  118485. */
  118486. agents: number[];
  118487. /**
  118488. * Link to the scene is kept to unregister the crowd from the scene
  118489. */
  118490. private _scene;
  118491. /**
  118492. * Observer for crowd updates
  118493. */
  118494. private _onBeforeAnimationsObserver;
  118495. /**
  118496. * Constructor
  118497. * @param plugin recastJS plugin
  118498. * @param maxAgents the maximum agent count in the crowd
  118499. * @param maxAgentRadius the maximum radius an agent can have
  118500. * @param scene to attach the crowd to
  118501. * @returns the crowd you can add agents to
  118502. */
  118503. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  118504. /**
  118505. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118506. * You can attach anything to that node. The node position is updated in the scene update tick.
  118507. * @param pos world position that will be constrained by the navigation mesh
  118508. * @param parameters agent parameters
  118509. * @param transform hooked to the agent that will be update by the scene
  118510. * @returns agent index
  118511. */
  118512. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118513. /**
  118514. * Returns the agent position in world space
  118515. * @param index agent index returned by addAgent
  118516. * @returns world space position
  118517. */
  118518. getAgentPosition(index: number): Vector3;
  118519. /**
  118520. * Returns the agent velocity in world space
  118521. * @param index agent index returned by addAgent
  118522. * @returns world space velocity
  118523. */
  118524. getAgentVelocity(index: number): Vector3;
  118525. /**
  118526. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118527. * @param index agent index returned by addAgent
  118528. * @param destination targeted world position
  118529. */
  118530. agentGoto(index: number, destination: Vector3): void;
  118531. /**
  118532. * remove a particular agent previously created
  118533. * @param index agent index returned by addAgent
  118534. */
  118535. removeAgent(index: number): void;
  118536. /**
  118537. * get the list of all agents attached to this crowd
  118538. * @returns list of agent indices
  118539. */
  118540. getAgents(): number[];
  118541. /**
  118542. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118543. * @param deltaTime in seconds
  118544. */
  118545. update(deltaTime: number): void;
  118546. /**
  118547. * Release all resources
  118548. */
  118549. dispose(): void;
  118550. }
  118551. }
  118552. declare module BABYLON {
  118553. /**
  118554. * Class used to enable access to IndexedDB
  118555. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  118556. */
  118557. export class Database implements IOfflineProvider {
  118558. private _callbackManifestChecked;
  118559. private _currentSceneUrl;
  118560. private _db;
  118561. private _enableSceneOffline;
  118562. private _enableTexturesOffline;
  118563. private _manifestVersionFound;
  118564. private _mustUpdateRessources;
  118565. private _hasReachedQuota;
  118566. private _isSupported;
  118567. private _idbFactory;
  118568. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  118569. private static IsUASupportingBlobStorage;
  118570. /**
  118571. * Gets a boolean indicating if Database storate is enabled (off by default)
  118572. */
  118573. static IDBStorageEnabled: boolean;
  118574. /**
  118575. * Gets a boolean indicating if scene must be saved in the database
  118576. */
  118577. readonly enableSceneOffline: boolean;
  118578. /**
  118579. * Gets a boolean indicating if textures must be saved in the database
  118580. */
  118581. readonly enableTexturesOffline: boolean;
  118582. /**
  118583. * Creates a new Database
  118584. * @param urlToScene defines the url to load the scene
  118585. * @param callbackManifestChecked defines the callback to use when manifest is checked
  118586. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  118587. */
  118588. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  118589. private static _ParseURL;
  118590. private static _ReturnFullUrlLocation;
  118591. private _checkManifestFile;
  118592. /**
  118593. * Open the database and make it available
  118594. * @param successCallback defines the callback to call on success
  118595. * @param errorCallback defines the callback to call on error
  118596. */
  118597. open(successCallback: () => void, errorCallback: () => void): void;
  118598. /**
  118599. * Loads an image from the database
  118600. * @param url defines the url to load from
  118601. * @param image defines the target DOM image
  118602. */
  118603. loadImage(url: string, image: HTMLImageElement): void;
  118604. private _loadImageFromDBAsync;
  118605. private _saveImageIntoDBAsync;
  118606. private _checkVersionFromDB;
  118607. private _loadVersionFromDBAsync;
  118608. private _saveVersionIntoDBAsync;
  118609. /**
  118610. * Loads a file from database
  118611. * @param url defines the URL to load from
  118612. * @param sceneLoaded defines a callback to call on success
  118613. * @param progressCallBack defines a callback to call when progress changed
  118614. * @param errorCallback defines a callback to call on error
  118615. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  118616. */
  118617. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  118618. private _loadFileAsync;
  118619. private _saveFileAsync;
  118620. /**
  118621. * Validates if xhr data is correct
  118622. * @param xhr defines the request to validate
  118623. * @param dataType defines the expected data type
  118624. * @returns true if data is correct
  118625. */
  118626. private static _ValidateXHRData;
  118627. }
  118628. }
  118629. declare module BABYLON {
  118630. /** @hidden */
  118631. export var gpuUpdateParticlesPixelShader: {
  118632. name: string;
  118633. shader: string;
  118634. };
  118635. }
  118636. declare module BABYLON {
  118637. /** @hidden */
  118638. export var gpuUpdateParticlesVertexShader: {
  118639. name: string;
  118640. shader: string;
  118641. };
  118642. }
  118643. declare module BABYLON {
  118644. /** @hidden */
  118645. export var clipPlaneFragmentDeclaration2: {
  118646. name: string;
  118647. shader: string;
  118648. };
  118649. }
  118650. declare module BABYLON {
  118651. /** @hidden */
  118652. export var gpuRenderParticlesPixelShader: {
  118653. name: string;
  118654. shader: string;
  118655. };
  118656. }
  118657. declare module BABYLON {
  118658. /** @hidden */
  118659. export var clipPlaneVertexDeclaration2: {
  118660. name: string;
  118661. shader: string;
  118662. };
  118663. }
  118664. declare module BABYLON {
  118665. /** @hidden */
  118666. export var gpuRenderParticlesVertexShader: {
  118667. name: string;
  118668. shader: string;
  118669. };
  118670. }
  118671. declare module BABYLON {
  118672. /**
  118673. * This represents a GPU particle system in Babylon
  118674. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  118675. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  118676. */
  118677. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  118678. /**
  118679. * The layer mask we are rendering the particles through.
  118680. */
  118681. layerMask: number;
  118682. private _capacity;
  118683. private _activeCount;
  118684. private _currentActiveCount;
  118685. private _accumulatedCount;
  118686. private _renderEffect;
  118687. private _updateEffect;
  118688. private _buffer0;
  118689. private _buffer1;
  118690. private _spriteBuffer;
  118691. private _updateVAO;
  118692. private _renderVAO;
  118693. private _targetIndex;
  118694. private _sourceBuffer;
  118695. private _targetBuffer;
  118696. private _engine;
  118697. private _currentRenderId;
  118698. private _started;
  118699. private _stopped;
  118700. private _timeDelta;
  118701. private _randomTexture;
  118702. private _randomTexture2;
  118703. private _attributesStrideSize;
  118704. private _updateEffectOptions;
  118705. private _randomTextureSize;
  118706. private _actualFrame;
  118707. private readonly _rawTextureWidth;
  118708. /**
  118709. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  118710. */
  118711. static readonly IsSupported: boolean;
  118712. /**
  118713. * An event triggered when the system is disposed.
  118714. */
  118715. onDisposeObservable: Observable<GPUParticleSystem>;
  118716. /**
  118717. * Gets the maximum number of particles active at the same time.
  118718. * @returns The max number of active particles.
  118719. */
  118720. getCapacity(): number;
  118721. /**
  118722. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  118723. * to override the particles.
  118724. */
  118725. forceDepthWrite: boolean;
  118726. /**
  118727. * Gets or set the number of active particles
  118728. */
  118729. activeParticleCount: number;
  118730. private _preWarmDone;
  118731. /**
  118732. * Is this system ready to be used/rendered
  118733. * @return true if the system is ready
  118734. */
  118735. isReady(): boolean;
  118736. /**
  118737. * Gets if the system has been started. (Note: this will still be true after stop is called)
  118738. * @returns True if it has been started, otherwise false.
  118739. */
  118740. isStarted(): boolean;
  118741. /**
  118742. * Starts the particle system and begins to emit
  118743. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  118744. */
  118745. start(delay?: number): void;
  118746. /**
  118747. * Stops the particle system.
  118748. */
  118749. stop(): void;
  118750. /**
  118751. * Remove all active particles
  118752. */
  118753. reset(): void;
  118754. /**
  118755. * Returns the string "GPUParticleSystem"
  118756. * @returns a string containing the class name
  118757. */
  118758. getClassName(): string;
  118759. private _colorGradientsTexture;
  118760. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  118761. /**
  118762. * Adds a new color gradient
  118763. * @param gradient defines the gradient to use (between 0 and 1)
  118764. * @param color1 defines the color to affect to the specified gradient
  118765. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  118766. * @returns the current particle system
  118767. */
  118768. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  118769. /**
  118770. * Remove a specific color gradient
  118771. * @param gradient defines the gradient to remove
  118772. * @returns the current particle system
  118773. */
  118774. removeColorGradient(gradient: number): GPUParticleSystem;
  118775. private _angularSpeedGradientsTexture;
  118776. private _sizeGradientsTexture;
  118777. private _velocityGradientsTexture;
  118778. private _limitVelocityGradientsTexture;
  118779. private _dragGradientsTexture;
  118780. private _addFactorGradient;
  118781. /**
  118782. * Adds a new size gradient
  118783. * @param gradient defines the gradient to use (between 0 and 1)
  118784. * @param factor defines the size factor to affect to the specified gradient
  118785. * @returns the current particle system
  118786. */
  118787. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  118788. /**
  118789. * Remove a specific size gradient
  118790. * @param gradient defines the gradient to remove
  118791. * @returns the current particle system
  118792. */
  118793. removeSizeGradient(gradient: number): GPUParticleSystem;
  118794. /**
  118795. * Adds a new angular speed gradient
  118796. * @param gradient defines the gradient to use (between 0 and 1)
  118797. * @param factor defines the angular speed to affect to the specified gradient
  118798. * @returns the current particle system
  118799. */
  118800. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  118801. /**
  118802. * Remove a specific angular speed gradient
  118803. * @param gradient defines the gradient to remove
  118804. * @returns the current particle system
  118805. */
  118806. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  118807. /**
  118808. * Adds a new velocity gradient
  118809. * @param gradient defines the gradient to use (between 0 and 1)
  118810. * @param factor defines the velocity to affect to the specified gradient
  118811. * @returns the current particle system
  118812. */
  118813. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118814. /**
  118815. * Remove a specific velocity gradient
  118816. * @param gradient defines the gradient to remove
  118817. * @returns the current particle system
  118818. */
  118819. removeVelocityGradient(gradient: number): GPUParticleSystem;
  118820. /**
  118821. * Adds a new limit velocity gradient
  118822. * @param gradient defines the gradient to use (between 0 and 1)
  118823. * @param factor defines the limit velocity value to affect to the specified gradient
  118824. * @returns the current particle system
  118825. */
  118826. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  118827. /**
  118828. * Remove a specific limit velocity gradient
  118829. * @param gradient defines the gradient to remove
  118830. * @returns the current particle system
  118831. */
  118832. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  118833. /**
  118834. * Adds a new drag gradient
  118835. * @param gradient defines the gradient to use (between 0 and 1)
  118836. * @param factor defines the drag value to affect to the specified gradient
  118837. * @returns the current particle system
  118838. */
  118839. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  118840. /**
  118841. * Remove a specific drag gradient
  118842. * @param gradient defines the gradient to remove
  118843. * @returns the current particle system
  118844. */
  118845. removeDragGradient(gradient: number): GPUParticleSystem;
  118846. /**
  118847. * Not supported by GPUParticleSystem
  118848. * @param gradient defines the gradient to use (between 0 and 1)
  118849. * @param factor defines the emit rate value to affect to the specified gradient
  118850. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118851. * @returns the current particle system
  118852. */
  118853. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118854. /**
  118855. * Not supported by GPUParticleSystem
  118856. * @param gradient defines the gradient to remove
  118857. * @returns the current particle system
  118858. */
  118859. removeEmitRateGradient(gradient: number): IParticleSystem;
  118860. /**
  118861. * Not supported by GPUParticleSystem
  118862. * @param gradient defines the gradient to use (between 0 and 1)
  118863. * @param factor defines the start size value to affect to the specified gradient
  118864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118865. * @returns the current particle system
  118866. */
  118867. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118868. /**
  118869. * Not supported by GPUParticleSystem
  118870. * @param gradient defines the gradient to remove
  118871. * @returns the current particle system
  118872. */
  118873. removeStartSizeGradient(gradient: number): IParticleSystem;
  118874. /**
  118875. * Not supported by GPUParticleSystem
  118876. * @param gradient defines the gradient to use (between 0 and 1)
  118877. * @param min defines the color remap minimal range
  118878. * @param max defines the color remap maximal range
  118879. * @returns the current particle system
  118880. */
  118881. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118882. /**
  118883. * Not supported by GPUParticleSystem
  118884. * @param gradient defines the gradient to remove
  118885. * @returns the current particle system
  118886. */
  118887. removeColorRemapGradient(): IParticleSystem;
  118888. /**
  118889. * Not supported by GPUParticleSystem
  118890. * @param gradient defines the gradient to use (between 0 and 1)
  118891. * @param min defines the alpha remap minimal range
  118892. * @param max defines the alpha remap maximal range
  118893. * @returns the current particle system
  118894. */
  118895. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  118896. /**
  118897. * Not supported by GPUParticleSystem
  118898. * @param gradient defines the gradient to remove
  118899. * @returns the current particle system
  118900. */
  118901. removeAlphaRemapGradient(): IParticleSystem;
  118902. /**
  118903. * Not supported by GPUParticleSystem
  118904. * @param gradient defines the gradient to use (between 0 and 1)
  118905. * @param color defines the color to affect to the specified gradient
  118906. * @returns the current particle system
  118907. */
  118908. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  118909. /**
  118910. * Not supported by GPUParticleSystem
  118911. * @param gradient defines the gradient to remove
  118912. * @returns the current particle system
  118913. */
  118914. removeRampGradient(): IParticleSystem;
  118915. /**
  118916. * Not supported by GPUParticleSystem
  118917. * @returns the list of ramp gradients
  118918. */
  118919. getRampGradients(): Nullable<Array<Color3Gradient>>;
  118920. /**
  118921. * Not supported by GPUParticleSystem
  118922. * Gets or sets a boolean indicating that ramp gradients must be used
  118923. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  118924. */
  118925. useRampGradients: boolean;
  118926. /**
  118927. * Not supported by GPUParticleSystem
  118928. * @param gradient defines the gradient to use (between 0 and 1)
  118929. * @param factor defines the life time factor to affect to the specified gradient
  118930. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  118931. * @returns the current particle system
  118932. */
  118933. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  118934. /**
  118935. * Not supported by GPUParticleSystem
  118936. * @param gradient defines the gradient to remove
  118937. * @returns the current particle system
  118938. */
  118939. removeLifeTimeGradient(gradient: number): IParticleSystem;
  118940. /**
  118941. * Instantiates a GPU particle system.
  118942. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  118943. * @param name The name of the particle system
  118944. * @param options The options used to create the system
  118945. * @param scene The scene the particle system belongs to
  118946. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  118947. */
  118948. constructor(name: string, options: Partial<{
  118949. capacity: number;
  118950. randomTextureSize: number;
  118951. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  118952. protected _reset(): void;
  118953. private _createUpdateVAO;
  118954. private _createRenderVAO;
  118955. private _initialize;
  118956. /** @hidden */
  118957. _recreateUpdateEffect(): void;
  118958. /** @hidden */
  118959. _recreateRenderEffect(): void;
  118960. /**
  118961. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  118962. * @param preWarm defines if we are in the pre-warmimg phase
  118963. */
  118964. animate(preWarm?: boolean): void;
  118965. private _createFactorGradientTexture;
  118966. private _createSizeGradientTexture;
  118967. private _createAngularSpeedGradientTexture;
  118968. private _createVelocityGradientTexture;
  118969. private _createLimitVelocityGradientTexture;
  118970. private _createDragGradientTexture;
  118971. private _createColorGradientTexture;
  118972. /**
  118973. * Renders the particle system in its current state
  118974. * @param preWarm defines if the system should only update the particles but not render them
  118975. * @returns the current number of particles
  118976. */
  118977. render(preWarm?: boolean): number;
  118978. /**
  118979. * Rebuilds the particle system
  118980. */
  118981. rebuild(): void;
  118982. private _releaseBuffers;
  118983. private _releaseVAOs;
  118984. /**
  118985. * Disposes the particle system and free the associated resources
  118986. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  118987. */
  118988. dispose(disposeTexture?: boolean): void;
  118989. /**
  118990. * Clones the particle system.
  118991. * @param name The name of the cloned object
  118992. * @param newEmitter The new emitter to use
  118993. * @returns the cloned particle system
  118994. */
  118995. clone(name: string, newEmitter: any): GPUParticleSystem;
  118996. /**
  118997. * Serializes the particle system to a JSON object.
  118998. * @returns the JSON object
  118999. */
  119000. serialize(): any;
  119001. /**
  119002. * Parses a JSON object to create a GPU particle system.
  119003. * @param parsedParticleSystem The JSON object to parse
  119004. * @param scene The scene to create the particle system in
  119005. * @param rootUrl The root url to use to load external dependencies like texture
  119006. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119007. * @returns the parsed GPU particle system
  119008. */
  119009. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119010. }
  119011. }
  119012. declare module BABYLON {
  119013. /**
  119014. * Represents a set of particle systems working together to create a specific effect
  119015. */
  119016. export class ParticleSystemSet implements IDisposable {
  119017. private _emitterCreationOptions;
  119018. private _emitterNode;
  119019. /**
  119020. * Gets the particle system list
  119021. */
  119022. systems: IParticleSystem[];
  119023. /**
  119024. * Gets the emitter node used with this set
  119025. */
  119026. readonly emitterNode: Nullable<TransformNode>;
  119027. /**
  119028. * Creates a new emitter mesh as a sphere
  119029. * @param options defines the options used to create the sphere
  119030. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119031. * @param scene defines the hosting scene
  119032. */
  119033. setEmitterAsSphere(options: {
  119034. diameter: number;
  119035. segments: number;
  119036. color: Color3;
  119037. }, renderingGroupId: number, scene: Scene): void;
  119038. /**
  119039. * Starts all particle systems of the set
  119040. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119041. */
  119042. start(emitter?: AbstractMesh): void;
  119043. /**
  119044. * Release all associated resources
  119045. */
  119046. dispose(): void;
  119047. /**
  119048. * Serialize the set into a JSON compatible object
  119049. * @returns a JSON compatible representation of the set
  119050. */
  119051. serialize(): any;
  119052. /**
  119053. * Parse a new ParticleSystemSet from a serialized source
  119054. * @param data defines a JSON compatible representation of the set
  119055. * @param scene defines the hosting scene
  119056. * @param gpu defines if we want GPU particles or CPU particles
  119057. * @returns a new ParticleSystemSet
  119058. */
  119059. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119060. }
  119061. }
  119062. declare module BABYLON {
  119063. /**
  119064. * This class is made for on one-liner static method to help creating particle system set.
  119065. */
  119066. export class ParticleHelper {
  119067. /**
  119068. * Gets or sets base Assets URL
  119069. */
  119070. static BaseAssetsUrl: string;
  119071. /**
  119072. * Create a default particle system that you can tweak
  119073. * @param emitter defines the emitter to use
  119074. * @param capacity defines the system capacity (default is 500 particles)
  119075. * @param scene defines the hosting scene
  119076. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119077. * @returns the new Particle system
  119078. */
  119079. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119080. /**
  119081. * This is the main static method (one-liner) of this helper to create different particle systems
  119082. * @param type This string represents the type to the particle system to create
  119083. * @param scene The scene where the particle system should live
  119084. * @param gpu If the system will use gpu
  119085. * @returns the ParticleSystemSet created
  119086. */
  119087. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119088. /**
  119089. * Static function used to export a particle system to a ParticleSystemSet variable.
  119090. * Please note that the emitter shape is not exported
  119091. * @param systems defines the particle systems to export
  119092. * @returns the created particle system set
  119093. */
  119094. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119095. }
  119096. }
  119097. declare module BABYLON {
  119098. interface Engine {
  119099. /**
  119100. * Create an effect to use with particle systems.
  119101. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119102. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119103. * @param uniformsNames defines a list of attribute names
  119104. * @param samplers defines an array of string used to represent textures
  119105. * @param defines defines the string containing the defines to use to compile the shaders
  119106. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119107. * @param onCompiled defines a function to call when the effect creation is successful
  119108. * @param onError defines a function to call when the effect creation has failed
  119109. * @returns the new Effect
  119110. */
  119111. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119112. }
  119113. interface Mesh {
  119114. /**
  119115. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119116. * @returns an array of IParticleSystem
  119117. */
  119118. getEmittedParticleSystems(): IParticleSystem[];
  119119. /**
  119120. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119121. * @returns an array of IParticleSystem
  119122. */
  119123. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119124. }
  119125. /**
  119126. * @hidden
  119127. */
  119128. export var _IDoNeedToBeInTheBuild: number;
  119129. }
  119130. declare module BABYLON {
  119131. interface Scene {
  119132. /** @hidden (Backing field) */
  119133. _physicsEngine: Nullable<IPhysicsEngine>;
  119134. /**
  119135. * Gets the current physics engine
  119136. * @returns a IPhysicsEngine or null if none attached
  119137. */
  119138. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119139. /**
  119140. * Enables physics to the current scene
  119141. * @param gravity defines the scene's gravity for the physics engine
  119142. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119143. * @return a boolean indicating if the physics engine was initialized
  119144. */
  119145. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119146. /**
  119147. * Disables and disposes the physics engine associated with the scene
  119148. */
  119149. disablePhysicsEngine(): void;
  119150. /**
  119151. * Gets a boolean indicating if there is an active physics engine
  119152. * @returns a boolean indicating if there is an active physics engine
  119153. */
  119154. isPhysicsEnabled(): boolean;
  119155. /**
  119156. * Deletes a physics compound impostor
  119157. * @param compound defines the compound to delete
  119158. */
  119159. deleteCompoundImpostor(compound: any): void;
  119160. /**
  119161. * An event triggered when physic simulation is about to be run
  119162. */
  119163. onBeforePhysicsObservable: Observable<Scene>;
  119164. /**
  119165. * An event triggered when physic simulation has been done
  119166. */
  119167. onAfterPhysicsObservable: Observable<Scene>;
  119168. }
  119169. interface AbstractMesh {
  119170. /** @hidden */
  119171. _physicsImpostor: Nullable<PhysicsImpostor>;
  119172. /**
  119173. * Gets or sets impostor used for physic simulation
  119174. * @see http://doc.babylonjs.com/features/physics_engine
  119175. */
  119176. physicsImpostor: Nullable<PhysicsImpostor>;
  119177. /**
  119178. * Gets the current physics impostor
  119179. * @see http://doc.babylonjs.com/features/physics_engine
  119180. * @returns a physics impostor or null
  119181. */
  119182. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119183. /** Apply a physic impulse to the mesh
  119184. * @param force defines the force to apply
  119185. * @param contactPoint defines where to apply the force
  119186. * @returns the current mesh
  119187. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119188. */
  119189. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119190. /**
  119191. * Creates a physic joint between two meshes
  119192. * @param otherMesh defines the other mesh to use
  119193. * @param pivot1 defines the pivot to use on this mesh
  119194. * @param pivot2 defines the pivot to use on the other mesh
  119195. * @param options defines additional options (can be plugin dependent)
  119196. * @returns the current mesh
  119197. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119198. */
  119199. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119200. /** @hidden */
  119201. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119202. }
  119203. /**
  119204. * Defines the physics engine scene component responsible to manage a physics engine
  119205. */
  119206. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119207. /**
  119208. * The component name helpful to identify the component in the list of scene components.
  119209. */
  119210. readonly name: string;
  119211. /**
  119212. * The scene the component belongs to.
  119213. */
  119214. scene: Scene;
  119215. /**
  119216. * Creates a new instance of the component for the given scene
  119217. * @param scene Defines the scene to register the component in
  119218. */
  119219. constructor(scene: Scene);
  119220. /**
  119221. * Registers the component in a given scene
  119222. */
  119223. register(): void;
  119224. /**
  119225. * Rebuilds the elements related to this component in case of
  119226. * context lost for instance.
  119227. */
  119228. rebuild(): void;
  119229. /**
  119230. * Disposes the component and the associated ressources
  119231. */
  119232. dispose(): void;
  119233. }
  119234. }
  119235. declare module BABYLON {
  119236. /**
  119237. * A helper for physics simulations
  119238. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119239. */
  119240. export class PhysicsHelper {
  119241. private _scene;
  119242. private _physicsEngine;
  119243. /**
  119244. * Initializes the Physics helper
  119245. * @param scene Babylon.js scene
  119246. */
  119247. constructor(scene: Scene);
  119248. /**
  119249. * Applies a radial explosion impulse
  119250. * @param origin the origin of the explosion
  119251. * @param radiusOrEventOptions the radius or the options of radial explosion
  119252. * @param strength the explosion strength
  119253. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119254. * @returns A physics radial explosion event, or null
  119255. */
  119256. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119257. /**
  119258. * Applies a radial explosion force
  119259. * @param origin the origin of the explosion
  119260. * @param radiusOrEventOptions the radius or the options of radial explosion
  119261. * @param strength the explosion strength
  119262. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119263. * @returns A physics radial explosion event, or null
  119264. */
  119265. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119266. /**
  119267. * Creates a gravitational field
  119268. * @param origin the origin of the explosion
  119269. * @param radiusOrEventOptions the radius or the options of radial explosion
  119270. * @param strength the explosion strength
  119271. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119272. * @returns A physics gravitational field event, or null
  119273. */
  119274. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119275. /**
  119276. * Creates a physics updraft event
  119277. * @param origin the origin of the updraft
  119278. * @param radiusOrEventOptions the radius or the options of the updraft
  119279. * @param strength the strength of the updraft
  119280. * @param height the height of the updraft
  119281. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119282. * @returns A physics updraft event, or null
  119283. */
  119284. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119285. /**
  119286. * Creates a physics vortex event
  119287. * @param origin the of the vortex
  119288. * @param radiusOrEventOptions the radius or the options of the vortex
  119289. * @param strength the strength of the vortex
  119290. * @param height the height of the vortex
  119291. * @returns a Physics vortex event, or null
  119292. * A physics vortex event or null
  119293. */
  119294. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119295. }
  119296. /**
  119297. * Represents a physics radial explosion event
  119298. */
  119299. class PhysicsRadialExplosionEvent {
  119300. private _scene;
  119301. private _options;
  119302. private _sphere;
  119303. private _dataFetched;
  119304. /**
  119305. * Initializes a radial explosioin event
  119306. * @param _scene BabylonJS scene
  119307. * @param _options The options for the vortex event
  119308. */
  119309. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119310. /**
  119311. * Returns the data related to the radial explosion event (sphere).
  119312. * @returns The radial explosion event data
  119313. */
  119314. getData(): PhysicsRadialExplosionEventData;
  119315. /**
  119316. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119317. * @param impostor A physics imposter
  119318. * @param origin the origin of the explosion
  119319. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119320. */
  119321. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119322. /**
  119323. * Triggers affecterd impostors callbacks
  119324. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119325. */
  119326. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119327. /**
  119328. * Disposes the sphere.
  119329. * @param force Specifies if the sphere should be disposed by force
  119330. */
  119331. dispose(force?: boolean): void;
  119332. /*** Helpers ***/
  119333. private _prepareSphere;
  119334. private _intersectsWithSphere;
  119335. }
  119336. /**
  119337. * Represents a gravitational field event
  119338. */
  119339. class PhysicsGravitationalFieldEvent {
  119340. private _physicsHelper;
  119341. private _scene;
  119342. private _origin;
  119343. private _options;
  119344. private _tickCallback;
  119345. private _sphere;
  119346. private _dataFetched;
  119347. /**
  119348. * Initializes the physics gravitational field event
  119349. * @param _physicsHelper A physics helper
  119350. * @param _scene BabylonJS scene
  119351. * @param _origin The origin position of the gravitational field event
  119352. * @param _options The options for the vortex event
  119353. */
  119354. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119355. /**
  119356. * Returns the data related to the gravitational field event (sphere).
  119357. * @returns A gravitational field event
  119358. */
  119359. getData(): PhysicsGravitationalFieldEventData;
  119360. /**
  119361. * Enables the gravitational field.
  119362. */
  119363. enable(): void;
  119364. /**
  119365. * Disables the gravitational field.
  119366. */
  119367. disable(): void;
  119368. /**
  119369. * Disposes the sphere.
  119370. * @param force The force to dispose from the gravitational field event
  119371. */
  119372. dispose(force?: boolean): void;
  119373. private _tick;
  119374. }
  119375. /**
  119376. * Represents a physics updraft event
  119377. */
  119378. class PhysicsUpdraftEvent {
  119379. private _scene;
  119380. private _origin;
  119381. private _options;
  119382. private _physicsEngine;
  119383. private _originTop;
  119384. private _originDirection;
  119385. private _tickCallback;
  119386. private _cylinder;
  119387. private _cylinderPosition;
  119388. private _dataFetched;
  119389. /**
  119390. * Initializes the physics updraft event
  119391. * @param _scene BabylonJS scene
  119392. * @param _origin The origin position of the updraft
  119393. * @param _options The options for the updraft event
  119394. */
  119395. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119396. /**
  119397. * Returns the data related to the updraft event (cylinder).
  119398. * @returns A physics updraft event
  119399. */
  119400. getData(): PhysicsUpdraftEventData;
  119401. /**
  119402. * Enables the updraft.
  119403. */
  119404. enable(): void;
  119405. /**
  119406. * Disables the updraft.
  119407. */
  119408. disable(): void;
  119409. /**
  119410. * Disposes the cylinder.
  119411. * @param force Specifies if the updraft should be disposed by force
  119412. */
  119413. dispose(force?: boolean): void;
  119414. private getImpostorHitData;
  119415. private _tick;
  119416. /*** Helpers ***/
  119417. private _prepareCylinder;
  119418. private _intersectsWithCylinder;
  119419. }
  119420. /**
  119421. * Represents a physics vortex event
  119422. */
  119423. class PhysicsVortexEvent {
  119424. private _scene;
  119425. private _origin;
  119426. private _options;
  119427. private _physicsEngine;
  119428. private _originTop;
  119429. private _tickCallback;
  119430. private _cylinder;
  119431. private _cylinderPosition;
  119432. private _dataFetched;
  119433. /**
  119434. * Initializes the physics vortex event
  119435. * @param _scene The BabylonJS scene
  119436. * @param _origin The origin position of the vortex
  119437. * @param _options The options for the vortex event
  119438. */
  119439. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119440. /**
  119441. * Returns the data related to the vortex event (cylinder).
  119442. * @returns The physics vortex event data
  119443. */
  119444. getData(): PhysicsVortexEventData;
  119445. /**
  119446. * Enables the vortex.
  119447. */
  119448. enable(): void;
  119449. /**
  119450. * Disables the cortex.
  119451. */
  119452. disable(): void;
  119453. /**
  119454. * Disposes the sphere.
  119455. * @param force
  119456. */
  119457. dispose(force?: boolean): void;
  119458. private getImpostorHitData;
  119459. private _tick;
  119460. /*** Helpers ***/
  119461. private _prepareCylinder;
  119462. private _intersectsWithCylinder;
  119463. }
  119464. /**
  119465. * Options fot the radial explosion event
  119466. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119467. */
  119468. export class PhysicsRadialExplosionEventOptions {
  119469. /**
  119470. * The radius of the sphere for the radial explosion.
  119471. */
  119472. radius: number;
  119473. /**
  119474. * The strenth of the explosion.
  119475. */
  119476. strength: number;
  119477. /**
  119478. * The strenght of the force in correspondence to the distance of the affected object
  119479. */
  119480. falloff: PhysicsRadialImpulseFalloff;
  119481. /**
  119482. * Sphere options for the radial explosion.
  119483. */
  119484. sphere: {
  119485. segments: number;
  119486. diameter: number;
  119487. };
  119488. /**
  119489. * Sphere options for the radial explosion.
  119490. */
  119491. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119492. }
  119493. /**
  119494. * Options fot the updraft event
  119495. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119496. */
  119497. export class PhysicsUpdraftEventOptions {
  119498. /**
  119499. * The radius of the cylinder for the vortex
  119500. */
  119501. radius: number;
  119502. /**
  119503. * The strenth of the updraft.
  119504. */
  119505. strength: number;
  119506. /**
  119507. * The height of the cylinder for the updraft.
  119508. */
  119509. height: number;
  119510. /**
  119511. * The mode for the the updraft.
  119512. */
  119513. updraftMode: PhysicsUpdraftMode;
  119514. }
  119515. /**
  119516. * Options fot the vortex event
  119517. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119518. */
  119519. export class PhysicsVortexEventOptions {
  119520. /**
  119521. * The radius of the cylinder for the vortex
  119522. */
  119523. radius: number;
  119524. /**
  119525. * The strenth of the vortex.
  119526. */
  119527. strength: number;
  119528. /**
  119529. * The height of the cylinder for the vortex.
  119530. */
  119531. height: number;
  119532. /**
  119533. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  119534. */
  119535. centripetalForceThreshold: number;
  119536. /**
  119537. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  119538. */
  119539. centripetalForceMultiplier: number;
  119540. /**
  119541. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  119542. */
  119543. centrifugalForceMultiplier: number;
  119544. /**
  119545. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  119546. */
  119547. updraftForceMultiplier: number;
  119548. }
  119549. /**
  119550. * The strenght of the force in correspondence to the distance of the affected object
  119551. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119552. */
  119553. export enum PhysicsRadialImpulseFalloff {
  119554. /** Defines that impulse is constant in strength across it's whole radius */
  119555. Constant = 0,
  119556. /** Defines that impulse gets weaker if it's further from the origin */
  119557. Linear = 1
  119558. }
  119559. /**
  119560. * The strength of the force in correspondence to the distance of the affected object
  119561. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119562. */
  119563. export enum PhysicsUpdraftMode {
  119564. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  119565. Center = 0,
  119566. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  119567. Perpendicular = 1
  119568. }
  119569. /**
  119570. * Interface for a physics hit data
  119571. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119572. */
  119573. export interface PhysicsHitData {
  119574. /**
  119575. * The force applied at the contact point
  119576. */
  119577. force: Vector3;
  119578. /**
  119579. * The contact point
  119580. */
  119581. contactPoint: Vector3;
  119582. /**
  119583. * The distance from the origin to the contact point
  119584. */
  119585. distanceFromOrigin: number;
  119586. }
  119587. /**
  119588. * Interface for radial explosion event data
  119589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119590. */
  119591. export interface PhysicsRadialExplosionEventData {
  119592. /**
  119593. * A sphere used for the radial explosion event
  119594. */
  119595. sphere: Mesh;
  119596. }
  119597. /**
  119598. * Interface for gravitational field event data
  119599. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119600. */
  119601. export interface PhysicsGravitationalFieldEventData {
  119602. /**
  119603. * A sphere mesh used for the gravitational field event
  119604. */
  119605. sphere: Mesh;
  119606. }
  119607. /**
  119608. * Interface for updraft event data
  119609. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119610. */
  119611. export interface PhysicsUpdraftEventData {
  119612. /**
  119613. * A cylinder used for the updraft event
  119614. */
  119615. cylinder: Mesh;
  119616. }
  119617. /**
  119618. * Interface for vortex event data
  119619. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119620. */
  119621. export interface PhysicsVortexEventData {
  119622. /**
  119623. * A cylinder used for the vortex event
  119624. */
  119625. cylinder: Mesh;
  119626. }
  119627. /**
  119628. * Interface for an affected physics impostor
  119629. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119630. */
  119631. export interface PhysicsAffectedImpostorWithData {
  119632. /**
  119633. * The impostor affected by the effect
  119634. */
  119635. impostor: PhysicsImpostor;
  119636. /**
  119637. * The data about the hit/horce from the explosion
  119638. */
  119639. hitData: PhysicsHitData;
  119640. }
  119641. }
  119642. declare module BABYLON {
  119643. /** @hidden */
  119644. export var blackAndWhitePixelShader: {
  119645. name: string;
  119646. shader: string;
  119647. };
  119648. }
  119649. declare module BABYLON {
  119650. /**
  119651. * Post process used to render in black and white
  119652. */
  119653. export class BlackAndWhitePostProcess extends PostProcess {
  119654. /**
  119655. * Linear about to convert he result to black and white (default: 1)
  119656. */
  119657. degree: number;
  119658. /**
  119659. * Creates a black and white post process
  119660. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  119661. * @param name The name of the effect.
  119662. * @param options The required width/height ratio to downsize to before computing the render pass.
  119663. * @param camera The camera to apply the render pass to.
  119664. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119665. * @param engine The engine which the post process will be applied. (default: current engine)
  119666. * @param reusable If the post process can be reused on the same frame. (default: false)
  119667. */
  119668. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119669. }
  119670. }
  119671. declare module BABYLON {
  119672. /**
  119673. * This represents a set of one or more post processes in Babylon.
  119674. * A post process can be used to apply a shader to a texture after it is rendered.
  119675. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  119676. */
  119677. export class PostProcessRenderEffect {
  119678. private _postProcesses;
  119679. private _getPostProcesses;
  119680. private _singleInstance;
  119681. private _cameras;
  119682. private _indicesForCamera;
  119683. /**
  119684. * Name of the effect
  119685. * @hidden
  119686. */
  119687. _name: string;
  119688. /**
  119689. * Instantiates a post process render effect.
  119690. * A post process can be used to apply a shader to a texture after it is rendered.
  119691. * @param engine The engine the effect is tied to
  119692. * @param name The name of the effect
  119693. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  119694. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  119695. */
  119696. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  119697. /**
  119698. * Checks if all the post processes in the effect are supported.
  119699. */
  119700. readonly isSupported: boolean;
  119701. /**
  119702. * Updates the current state of the effect
  119703. * @hidden
  119704. */
  119705. _update(): void;
  119706. /**
  119707. * Attaches the effect on cameras
  119708. * @param cameras The camera to attach to.
  119709. * @hidden
  119710. */
  119711. _attachCameras(cameras: Camera): void;
  119712. /**
  119713. * Attaches the effect on cameras
  119714. * @param cameras The camera to attach to.
  119715. * @hidden
  119716. */
  119717. _attachCameras(cameras: Camera[]): void;
  119718. /**
  119719. * Detaches the effect on cameras
  119720. * @param cameras The camera to detatch from.
  119721. * @hidden
  119722. */
  119723. _detachCameras(cameras: Camera): void;
  119724. /**
  119725. * Detatches the effect on cameras
  119726. * @param cameras The camera to detatch from.
  119727. * @hidden
  119728. */
  119729. _detachCameras(cameras: Camera[]): void;
  119730. /**
  119731. * Enables the effect on given cameras
  119732. * @param cameras The camera to enable.
  119733. * @hidden
  119734. */
  119735. _enable(cameras: Camera): void;
  119736. /**
  119737. * Enables the effect on given cameras
  119738. * @param cameras The camera to enable.
  119739. * @hidden
  119740. */
  119741. _enable(cameras: Nullable<Camera[]>): void;
  119742. /**
  119743. * Disables the effect on the given cameras
  119744. * @param cameras The camera to disable.
  119745. * @hidden
  119746. */
  119747. _disable(cameras: Camera): void;
  119748. /**
  119749. * Disables the effect on the given cameras
  119750. * @param cameras The camera to disable.
  119751. * @hidden
  119752. */
  119753. _disable(cameras: Nullable<Camera[]>): void;
  119754. /**
  119755. * Gets a list of the post processes contained in the effect.
  119756. * @param camera The camera to get the post processes on.
  119757. * @returns The list of the post processes in the effect.
  119758. */
  119759. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  119760. }
  119761. }
  119762. declare module BABYLON {
  119763. /** @hidden */
  119764. export var extractHighlightsPixelShader: {
  119765. name: string;
  119766. shader: string;
  119767. };
  119768. }
  119769. declare module BABYLON {
  119770. /**
  119771. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  119772. */
  119773. export class ExtractHighlightsPostProcess extends PostProcess {
  119774. /**
  119775. * The luminance threshold, pixels below this value will be set to black.
  119776. */
  119777. threshold: number;
  119778. /** @hidden */
  119779. _exposure: number;
  119780. /**
  119781. * Post process which has the input texture to be used when performing highlight extraction
  119782. * @hidden
  119783. */
  119784. _inputPostProcess: Nullable<PostProcess>;
  119785. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119786. }
  119787. }
  119788. declare module BABYLON {
  119789. /** @hidden */
  119790. export var bloomMergePixelShader: {
  119791. name: string;
  119792. shader: string;
  119793. };
  119794. }
  119795. declare module BABYLON {
  119796. /**
  119797. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  119798. */
  119799. export class BloomMergePostProcess extends PostProcess {
  119800. /** Weight of the bloom to be added to the original input. */
  119801. weight: number;
  119802. /**
  119803. * Creates a new instance of @see BloomMergePostProcess
  119804. * @param name The name of the effect.
  119805. * @param originalFromInput Post process which's input will be used for the merge.
  119806. * @param blurred Blurred highlights post process which's output will be used.
  119807. * @param weight Weight of the bloom to be added to the original input.
  119808. * @param options The required width/height ratio to downsize to before computing the render pass.
  119809. * @param camera The camera to apply the render pass to.
  119810. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119811. * @param engine The engine which the post process will be applied. (default: current engine)
  119812. * @param reusable If the post process can be reused on the same frame. (default: false)
  119813. * @param textureType Type of textures used when performing the post process. (default: 0)
  119814. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  119815. */
  119816. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  119817. /** Weight of the bloom to be added to the original input. */
  119818. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119819. }
  119820. }
  119821. declare module BABYLON {
  119822. /**
  119823. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  119824. */
  119825. export class BloomEffect extends PostProcessRenderEffect {
  119826. private bloomScale;
  119827. /**
  119828. * @hidden Internal
  119829. */
  119830. _effects: Array<PostProcess>;
  119831. /**
  119832. * @hidden Internal
  119833. */
  119834. _downscale: ExtractHighlightsPostProcess;
  119835. private _blurX;
  119836. private _blurY;
  119837. private _merge;
  119838. /**
  119839. * The luminance threshold to find bright areas of the image to bloom.
  119840. */
  119841. threshold: number;
  119842. /**
  119843. * The strength of the bloom.
  119844. */
  119845. weight: number;
  119846. /**
  119847. * Specifies the size of the bloom blur kernel, relative to the final output size
  119848. */
  119849. kernel: number;
  119850. /**
  119851. * Creates a new instance of @see BloomEffect
  119852. * @param scene The scene the effect belongs to.
  119853. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  119854. * @param bloomKernel The size of the kernel to be used when applying the blur.
  119855. * @param bloomWeight The the strength of bloom.
  119856. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  119857. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  119858. */
  119859. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  119860. /**
  119861. * Disposes each of the internal effects for a given camera.
  119862. * @param camera The camera to dispose the effect on.
  119863. */
  119864. disposeEffects(camera: Camera): void;
  119865. /**
  119866. * @hidden Internal
  119867. */
  119868. _updateEffects(): void;
  119869. /**
  119870. * Internal
  119871. * @returns if all the contained post processes are ready.
  119872. * @hidden
  119873. */
  119874. _isReady(): boolean;
  119875. }
  119876. }
  119877. declare module BABYLON {
  119878. /** @hidden */
  119879. export var chromaticAberrationPixelShader: {
  119880. name: string;
  119881. shader: string;
  119882. };
  119883. }
  119884. declare module BABYLON {
  119885. /**
  119886. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  119887. */
  119888. export class ChromaticAberrationPostProcess extends PostProcess {
  119889. /**
  119890. * The amount of seperation of rgb channels (default: 30)
  119891. */
  119892. aberrationAmount: number;
  119893. /**
  119894. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  119895. */
  119896. radialIntensity: number;
  119897. /**
  119898. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  119899. */
  119900. direction: Vector2;
  119901. /**
  119902. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  119903. */
  119904. centerPosition: Vector2;
  119905. /**
  119906. * Creates a new instance ChromaticAberrationPostProcess
  119907. * @param name The name of the effect.
  119908. * @param screenWidth The width of the screen to apply the effect on.
  119909. * @param screenHeight The height of the screen to apply the effect on.
  119910. * @param options The required width/height ratio to downsize to before computing the render pass.
  119911. * @param camera The camera to apply the render pass to.
  119912. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119913. * @param engine The engine which the post process will be applied. (default: current engine)
  119914. * @param reusable If the post process can be reused on the same frame. (default: false)
  119915. * @param textureType Type of textures used when performing the post process. (default: 0)
  119916. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  119917. */
  119918. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119919. }
  119920. }
  119921. declare module BABYLON {
  119922. /** @hidden */
  119923. export var circleOfConfusionPixelShader: {
  119924. name: string;
  119925. shader: string;
  119926. };
  119927. }
  119928. declare module BABYLON {
  119929. /**
  119930. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  119931. */
  119932. export class CircleOfConfusionPostProcess extends PostProcess {
  119933. /**
  119934. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  119935. */
  119936. lensSize: number;
  119937. /**
  119938. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  119939. */
  119940. fStop: number;
  119941. /**
  119942. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  119943. */
  119944. focusDistance: number;
  119945. /**
  119946. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  119947. */
  119948. focalLength: number;
  119949. private _depthTexture;
  119950. /**
  119951. * Creates a new instance CircleOfConfusionPostProcess
  119952. * @param name The name of the effect.
  119953. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  119954. * @param options The required width/height ratio to downsize to before computing the render pass.
  119955. * @param camera The camera to apply the render pass to.
  119956. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  119957. * @param engine The engine which the post process will be applied. (default: current engine)
  119958. * @param reusable If the post process can be reused on the same frame. (default: false)
  119959. * @param textureType Type of textures used when performing the post process. (default: 0)
  119960. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  119961. */
  119962. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  119963. /**
  119964. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  119965. */
  119966. depthTexture: RenderTargetTexture;
  119967. }
  119968. }
  119969. declare module BABYLON {
  119970. /** @hidden */
  119971. export var colorCorrectionPixelShader: {
  119972. name: string;
  119973. shader: string;
  119974. };
  119975. }
  119976. declare module BABYLON {
  119977. /**
  119978. *
  119979. * This post-process allows the modification of rendered colors by using
  119980. * a 'look-up table' (LUT). This effect is also called Color Grading.
  119981. *
  119982. * The object needs to be provided an url to a texture containing the color
  119983. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  119984. * Use an image editing software to tweak the LUT to match your needs.
  119985. *
  119986. * For an example of a color LUT, see here:
  119987. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  119988. * For explanations on color grading, see here:
  119989. * @see http://udn.epicgames.com/Three/ColorGrading.html
  119990. *
  119991. */
  119992. export class ColorCorrectionPostProcess extends PostProcess {
  119993. private _colorTableTexture;
  119994. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  119995. }
  119996. }
  119997. declare module BABYLON {
  119998. /** @hidden */
  119999. export var convolutionPixelShader: {
  120000. name: string;
  120001. shader: string;
  120002. };
  120003. }
  120004. declare module BABYLON {
  120005. /**
  120006. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120007. * input texture to perform effects such as edge detection or sharpening
  120008. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120009. */
  120010. export class ConvolutionPostProcess extends PostProcess {
  120011. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120012. kernel: number[];
  120013. /**
  120014. * Creates a new instance ConvolutionPostProcess
  120015. * @param name The name of the effect.
  120016. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120017. * @param options The required width/height ratio to downsize to before computing the render pass.
  120018. * @param camera The camera to apply the render pass to.
  120019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120020. * @param engine The engine which the post process will be applied. (default: current engine)
  120021. * @param reusable If the post process can be reused on the same frame. (default: false)
  120022. * @param textureType Type of textures used when performing the post process. (default: 0)
  120023. */
  120024. constructor(name: string,
  120025. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120026. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120027. /**
  120028. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120029. */
  120030. static EdgeDetect0Kernel: number[];
  120031. /**
  120032. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120033. */
  120034. static EdgeDetect1Kernel: number[];
  120035. /**
  120036. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120037. */
  120038. static EdgeDetect2Kernel: number[];
  120039. /**
  120040. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120041. */
  120042. static SharpenKernel: number[];
  120043. /**
  120044. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120045. */
  120046. static EmbossKernel: number[];
  120047. /**
  120048. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120049. */
  120050. static GaussianKernel: number[];
  120051. }
  120052. }
  120053. declare module BABYLON {
  120054. /**
  120055. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120056. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120057. * based on samples that have a large difference in distance than the center pixel.
  120058. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120059. */
  120060. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120061. direction: Vector2;
  120062. /**
  120063. * Creates a new instance CircleOfConfusionPostProcess
  120064. * @param name The name of the effect.
  120065. * @param scene The scene the effect belongs to.
  120066. * @param direction The direction the blur should be applied.
  120067. * @param kernel The size of the kernel used to blur.
  120068. * @param options The required width/height ratio to downsize to before computing the render pass.
  120069. * @param camera The camera to apply the render pass to.
  120070. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120071. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120072. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120073. * @param engine The engine which the post process will be applied. (default: current engine)
  120074. * @param reusable If the post process can be reused on the same frame. (default: false)
  120075. * @param textureType Type of textures used when performing the post process. (default: 0)
  120076. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120077. */
  120078. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120079. }
  120080. }
  120081. declare module BABYLON {
  120082. /** @hidden */
  120083. export var depthOfFieldMergePixelShader: {
  120084. name: string;
  120085. shader: string;
  120086. };
  120087. }
  120088. declare module BABYLON {
  120089. /**
  120090. * Options to be set when merging outputs from the default pipeline.
  120091. */
  120092. export class DepthOfFieldMergePostProcessOptions {
  120093. /**
  120094. * The original image to merge on top of
  120095. */
  120096. originalFromInput: PostProcess;
  120097. /**
  120098. * Parameters to perform the merge of the depth of field effect
  120099. */
  120100. depthOfField?: {
  120101. circleOfConfusion: PostProcess;
  120102. blurSteps: Array<PostProcess>;
  120103. };
  120104. /**
  120105. * Parameters to perform the merge of bloom effect
  120106. */
  120107. bloom?: {
  120108. blurred: PostProcess;
  120109. weight: number;
  120110. };
  120111. }
  120112. /**
  120113. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120114. */
  120115. export class DepthOfFieldMergePostProcess extends PostProcess {
  120116. private blurSteps;
  120117. /**
  120118. * Creates a new instance of DepthOfFieldMergePostProcess
  120119. * @param name The name of the effect.
  120120. * @param originalFromInput Post process which's input will be used for the merge.
  120121. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120122. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120123. * @param options The required width/height ratio to downsize to before computing the render pass.
  120124. * @param camera The camera to apply the render pass to.
  120125. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120126. * @param engine The engine which the post process will be applied. (default: current engine)
  120127. * @param reusable If the post process can be reused on the same frame. (default: false)
  120128. * @param textureType Type of textures used when performing the post process. (default: 0)
  120129. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120130. */
  120131. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120132. /**
  120133. * Updates the effect with the current post process compile time values and recompiles the shader.
  120134. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120135. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120136. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120137. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  120138. * @param onCompiled Called when the shader has been compiled.
  120139. * @param onError Called if there is an error when compiling a shader.
  120140. */
  120141. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120142. }
  120143. }
  120144. declare module BABYLON {
  120145. /**
  120146. * Specifies the level of max blur that should be applied when using the depth of field effect
  120147. */
  120148. export enum DepthOfFieldEffectBlurLevel {
  120149. /**
  120150. * Subtle blur
  120151. */
  120152. Low = 0,
  120153. /**
  120154. * Medium blur
  120155. */
  120156. Medium = 1,
  120157. /**
  120158. * Large blur
  120159. */
  120160. High = 2
  120161. }
  120162. /**
  120163. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120164. */
  120165. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120166. private _circleOfConfusion;
  120167. /**
  120168. * @hidden Internal, blurs from high to low
  120169. */
  120170. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120171. private _depthOfFieldBlurY;
  120172. private _dofMerge;
  120173. /**
  120174. * @hidden Internal post processes in depth of field effect
  120175. */
  120176. _effects: Array<PostProcess>;
  120177. /**
  120178. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120179. */
  120180. focalLength: number;
  120181. /**
  120182. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120183. */
  120184. fStop: number;
  120185. /**
  120186. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120187. */
  120188. focusDistance: number;
  120189. /**
  120190. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  120191. */
  120192. lensSize: number;
  120193. /**
  120194. * Creates a new instance DepthOfFieldEffect
  120195. * @param scene The scene the effect belongs to.
  120196. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  120197. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120198. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120199. */
  120200. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120201. /**
  120202. * Get the current class name of the current effet
  120203. * @returns "DepthOfFieldEffect"
  120204. */
  120205. getClassName(): string;
  120206. /**
  120207. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  120208. */
  120209. depthTexture: RenderTargetTexture;
  120210. /**
  120211. * Disposes each of the internal effects for a given camera.
  120212. * @param camera The camera to dispose the effect on.
  120213. */
  120214. disposeEffects(camera: Camera): void;
  120215. /**
  120216. * @hidden Internal
  120217. */
  120218. _updateEffects(): void;
  120219. /**
  120220. * Internal
  120221. * @returns if all the contained post processes are ready.
  120222. * @hidden
  120223. */
  120224. _isReady(): boolean;
  120225. }
  120226. }
  120227. declare module BABYLON {
  120228. /** @hidden */
  120229. export var displayPassPixelShader: {
  120230. name: string;
  120231. shader: string;
  120232. };
  120233. }
  120234. declare module BABYLON {
  120235. /**
  120236. * DisplayPassPostProcess which produces an output the same as it's input
  120237. */
  120238. export class DisplayPassPostProcess extends PostProcess {
  120239. /**
  120240. * Creates the DisplayPassPostProcess
  120241. * @param name The name of the effect.
  120242. * @param options The required width/height ratio to downsize to before computing the render pass.
  120243. * @param camera The camera to apply the render pass to.
  120244. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120245. * @param engine The engine which the post process will be applied. (default: current engine)
  120246. * @param reusable If the post process can be reused on the same frame. (default: false)
  120247. */
  120248. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120249. }
  120250. }
  120251. declare module BABYLON {
  120252. /** @hidden */
  120253. export var filterPixelShader: {
  120254. name: string;
  120255. shader: string;
  120256. };
  120257. }
  120258. declare module BABYLON {
  120259. /**
  120260. * Applies a kernel filter to the image
  120261. */
  120262. export class FilterPostProcess extends PostProcess {
  120263. /** The matrix to be applied to the image */
  120264. kernelMatrix: Matrix;
  120265. /**
  120266. *
  120267. * @param name The name of the effect.
  120268. * @param kernelMatrix The matrix to be applied to the image
  120269. * @param options The required width/height ratio to downsize to before computing the render pass.
  120270. * @param camera The camera to apply the render pass to.
  120271. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120272. * @param engine The engine which the post process will be applied. (default: current engine)
  120273. * @param reusable If the post process can be reused on the same frame. (default: false)
  120274. */
  120275. constructor(name: string,
  120276. /** The matrix to be applied to the image */
  120277. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120278. }
  120279. }
  120280. declare module BABYLON {
  120281. /** @hidden */
  120282. export var fxaaPixelShader: {
  120283. name: string;
  120284. shader: string;
  120285. };
  120286. }
  120287. declare module BABYLON {
  120288. /** @hidden */
  120289. export var fxaaVertexShader: {
  120290. name: string;
  120291. shader: string;
  120292. };
  120293. }
  120294. declare module BABYLON {
  120295. /**
  120296. * Fxaa post process
  120297. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120298. */
  120299. export class FxaaPostProcess extends PostProcess {
  120300. /** @hidden */
  120301. texelWidth: number;
  120302. /** @hidden */
  120303. texelHeight: number;
  120304. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120305. private _getDefines;
  120306. }
  120307. }
  120308. declare module BABYLON {
  120309. /** @hidden */
  120310. export var grainPixelShader: {
  120311. name: string;
  120312. shader: string;
  120313. };
  120314. }
  120315. declare module BABYLON {
  120316. /**
  120317. * The GrainPostProcess adds noise to the image at mid luminance levels
  120318. */
  120319. export class GrainPostProcess extends PostProcess {
  120320. /**
  120321. * The intensity of the grain added (default: 30)
  120322. */
  120323. intensity: number;
  120324. /**
  120325. * If the grain should be randomized on every frame
  120326. */
  120327. animated: boolean;
  120328. /**
  120329. * Creates a new instance of @see GrainPostProcess
  120330. * @param name The name of the effect.
  120331. * @param options The required width/height ratio to downsize to before computing the render pass.
  120332. * @param camera The camera to apply the render pass to.
  120333. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120334. * @param engine The engine which the post process will be applied. (default: current engine)
  120335. * @param reusable If the post process can be reused on the same frame. (default: false)
  120336. * @param textureType Type of textures used when performing the post process. (default: 0)
  120337. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120338. */
  120339. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120340. }
  120341. }
  120342. declare module BABYLON {
  120343. /** @hidden */
  120344. export var highlightsPixelShader: {
  120345. name: string;
  120346. shader: string;
  120347. };
  120348. }
  120349. declare module BABYLON {
  120350. /**
  120351. * Extracts highlights from the image
  120352. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120353. */
  120354. export class HighlightsPostProcess extends PostProcess {
  120355. /**
  120356. * Extracts highlights from the image
  120357. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120358. * @param name The name of the effect.
  120359. * @param options The required width/height ratio to downsize to before computing the render pass.
  120360. * @param camera The camera to apply the render pass to.
  120361. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120362. * @param engine The engine which the post process will be applied. (default: current engine)
  120363. * @param reusable If the post process can be reused on the same frame. (default: false)
  120364. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120365. */
  120366. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120367. }
  120368. }
  120369. declare module BABYLON {
  120370. /** @hidden */
  120371. export var mrtFragmentDeclaration: {
  120372. name: string;
  120373. shader: string;
  120374. };
  120375. }
  120376. declare module BABYLON {
  120377. /** @hidden */
  120378. export var geometryPixelShader: {
  120379. name: string;
  120380. shader: string;
  120381. };
  120382. }
  120383. declare module BABYLON {
  120384. /** @hidden */
  120385. export var geometryVertexShader: {
  120386. name: string;
  120387. shader: string;
  120388. };
  120389. }
  120390. declare module BABYLON {
  120391. /** @hidden */
  120392. interface ISavedTransformationMatrix {
  120393. world: Matrix;
  120394. viewProjection: Matrix;
  120395. }
  120396. /**
  120397. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120398. */
  120399. export class GeometryBufferRenderer {
  120400. /**
  120401. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120402. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120403. */
  120404. static readonly POSITION_TEXTURE_TYPE: number;
  120405. /**
  120406. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120407. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120408. */
  120409. static readonly VELOCITY_TEXTURE_TYPE: number;
  120410. /**
  120411. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120412. * in order to compute objects velocities when enableVelocity is set to "true"
  120413. * @hidden
  120414. */
  120415. _previousTransformationMatrices: {
  120416. [index: number]: ISavedTransformationMatrix;
  120417. };
  120418. /**
  120419. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120420. * in order to compute objects velocities when enableVelocity is set to "true"
  120421. * @hidden
  120422. */
  120423. _previousBonesTransformationMatrices: {
  120424. [index: number]: Float32Array;
  120425. };
  120426. /**
  120427. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120428. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120429. */
  120430. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120431. private _scene;
  120432. private _multiRenderTarget;
  120433. private _ratio;
  120434. private _enablePosition;
  120435. private _enableVelocity;
  120436. private _positionIndex;
  120437. private _velocityIndex;
  120438. protected _effect: Effect;
  120439. protected _cachedDefines: string;
  120440. /**
  120441. * Set the render list (meshes to be rendered) used in the G buffer.
  120442. */
  120443. renderList: Mesh[];
  120444. /**
  120445. * Gets wether or not G buffer are supported by the running hardware.
  120446. * This requires draw buffer supports
  120447. */
  120448. readonly isSupported: boolean;
  120449. /**
  120450. * Returns the index of the given texture type in the G-Buffer textures array
  120451. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120452. * @returns the index of the given texture type in the G-Buffer textures array
  120453. */
  120454. getTextureIndex(textureType: number): number;
  120455. /**
  120456. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120457. */
  120458. /**
  120459. * Sets whether or not objects positions are enabled for the G buffer.
  120460. */
  120461. enablePosition: boolean;
  120462. /**
  120463. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120464. */
  120465. /**
  120466. * Sets wether or not objects velocities are enabled for the G buffer.
  120467. */
  120468. enableVelocity: boolean;
  120469. /**
  120470. * Gets the scene associated with the buffer.
  120471. */
  120472. readonly scene: Scene;
  120473. /**
  120474. * Gets the ratio used by the buffer during its creation.
  120475. * How big is the buffer related to the main canvas.
  120476. */
  120477. readonly ratio: number;
  120478. /** @hidden */
  120479. static _SceneComponentInitialization: (scene: Scene) => void;
  120480. /**
  120481. * Creates a new G Buffer for the scene
  120482. * @param scene The scene the buffer belongs to
  120483. * @param ratio How big is the buffer related to the main canvas.
  120484. */
  120485. constructor(scene: Scene, ratio?: number);
  120486. /**
  120487. * Checks wether everything is ready to render a submesh to the G buffer.
  120488. * @param subMesh the submesh to check readiness for
  120489. * @param useInstances is the mesh drawn using instance or not
  120490. * @returns true if ready otherwise false
  120491. */
  120492. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120493. /**
  120494. * Gets the current underlying G Buffer.
  120495. * @returns the buffer
  120496. */
  120497. getGBuffer(): MultiRenderTarget;
  120498. /**
  120499. * Gets the number of samples used to render the buffer (anti aliasing).
  120500. */
  120501. /**
  120502. * Sets the number of samples used to render the buffer (anti aliasing).
  120503. */
  120504. samples: number;
  120505. /**
  120506. * Disposes the renderer and frees up associated resources.
  120507. */
  120508. dispose(): void;
  120509. protected _createRenderTargets(): void;
  120510. private _copyBonesTransformationMatrices;
  120511. }
  120512. }
  120513. declare module BABYLON {
  120514. interface Scene {
  120515. /** @hidden (Backing field) */
  120516. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120517. /**
  120518. * Gets or Sets the current geometry buffer associated to the scene.
  120519. */
  120520. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120521. /**
  120522. * Enables a GeometryBufferRender and associates it with the scene
  120523. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  120524. * @returns the GeometryBufferRenderer
  120525. */
  120526. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  120527. /**
  120528. * Disables the GeometryBufferRender associated with the scene
  120529. */
  120530. disableGeometryBufferRenderer(): void;
  120531. }
  120532. /**
  120533. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  120534. * in several rendering techniques.
  120535. */
  120536. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  120537. /**
  120538. * The component name helpful to identify the component in the list of scene components.
  120539. */
  120540. readonly name: string;
  120541. /**
  120542. * The scene the component belongs to.
  120543. */
  120544. scene: Scene;
  120545. /**
  120546. * Creates a new instance of the component for the given scene
  120547. * @param scene Defines the scene to register the component in
  120548. */
  120549. constructor(scene: Scene);
  120550. /**
  120551. * Registers the component in a given scene
  120552. */
  120553. register(): void;
  120554. /**
  120555. * Rebuilds the elements related to this component in case of
  120556. * context lost for instance.
  120557. */
  120558. rebuild(): void;
  120559. /**
  120560. * Disposes the component and the associated ressources
  120561. */
  120562. dispose(): void;
  120563. private _gatherRenderTargets;
  120564. }
  120565. }
  120566. declare module BABYLON {
  120567. /** @hidden */
  120568. export var motionBlurPixelShader: {
  120569. name: string;
  120570. shader: string;
  120571. };
  120572. }
  120573. declare module BABYLON {
  120574. /**
  120575. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  120576. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  120577. * As an example, all you have to do is to create the post-process:
  120578. * var mb = new BABYLON.MotionBlurPostProcess(
  120579. * 'mb', // The name of the effect.
  120580. * scene, // The scene containing the objects to blur according to their velocity.
  120581. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  120582. * camera // The camera to apply the render pass to.
  120583. * );
  120584. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  120585. */
  120586. export class MotionBlurPostProcess extends PostProcess {
  120587. /**
  120588. * Defines how much the image is blurred by the movement. Default value is equal to 1
  120589. */
  120590. motionStrength: number;
  120591. /**
  120592. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  120593. */
  120594. /**
  120595. * Sets the number of iterations to be used for motion blur quality
  120596. */
  120597. motionBlurSamples: number;
  120598. private _motionBlurSamples;
  120599. private _geometryBufferRenderer;
  120600. /**
  120601. * Creates a new instance MotionBlurPostProcess
  120602. * @param name The name of the effect.
  120603. * @param scene The scene containing the objects to blur according to their velocity.
  120604. * @param options The required width/height ratio to downsize to before computing the render pass.
  120605. * @param camera The camera to apply the render pass to.
  120606. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120607. * @param engine The engine which the post process will be applied. (default: current engine)
  120608. * @param reusable If the post process can be reused on the same frame. (default: false)
  120609. * @param textureType Type of textures used when performing the post process. (default: 0)
  120610. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120611. */
  120612. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120613. /**
  120614. * Excludes the given skinned mesh from computing bones velocities.
  120615. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  120616. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  120617. */
  120618. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120619. /**
  120620. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  120621. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  120622. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  120623. */
  120624. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  120625. /**
  120626. * Disposes the post process.
  120627. * @param camera The camera to dispose the post process on.
  120628. */
  120629. dispose(camera?: Camera): void;
  120630. }
  120631. }
  120632. declare module BABYLON {
  120633. /** @hidden */
  120634. export var refractionPixelShader: {
  120635. name: string;
  120636. shader: string;
  120637. };
  120638. }
  120639. declare module BABYLON {
  120640. /**
  120641. * Post process which applies a refractin texture
  120642. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120643. */
  120644. export class RefractionPostProcess extends PostProcess {
  120645. /** the base color of the refraction (used to taint the rendering) */
  120646. color: Color3;
  120647. /** simulated refraction depth */
  120648. depth: number;
  120649. /** the coefficient of the base color (0 to remove base color tainting) */
  120650. colorLevel: number;
  120651. private _refTexture;
  120652. private _ownRefractionTexture;
  120653. /**
  120654. * Gets or sets the refraction texture
  120655. * Please note that you are responsible for disposing the texture if you set it manually
  120656. */
  120657. refractionTexture: Texture;
  120658. /**
  120659. * Initializes the RefractionPostProcess
  120660. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  120661. * @param name The name of the effect.
  120662. * @param refractionTextureUrl Url of the refraction texture to use
  120663. * @param color the base color of the refraction (used to taint the rendering)
  120664. * @param depth simulated refraction depth
  120665. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  120666. * @param camera The camera to apply the render pass to.
  120667. * @param options The required width/height ratio to downsize to before computing the render pass.
  120668. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120669. * @param engine The engine which the post process will be applied. (default: current engine)
  120670. * @param reusable If the post process can be reused on the same frame. (default: false)
  120671. */
  120672. constructor(name: string, refractionTextureUrl: string,
  120673. /** the base color of the refraction (used to taint the rendering) */
  120674. color: Color3,
  120675. /** simulated refraction depth */
  120676. depth: number,
  120677. /** the coefficient of the base color (0 to remove base color tainting) */
  120678. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120679. /**
  120680. * Disposes of the post process
  120681. * @param camera Camera to dispose post process on
  120682. */
  120683. dispose(camera: Camera): void;
  120684. }
  120685. }
  120686. declare module BABYLON {
  120687. /** @hidden */
  120688. export var sharpenPixelShader: {
  120689. name: string;
  120690. shader: string;
  120691. };
  120692. }
  120693. declare module BABYLON {
  120694. /**
  120695. * The SharpenPostProcess applies a sharpen kernel to every pixel
  120696. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120697. */
  120698. export class SharpenPostProcess extends PostProcess {
  120699. /**
  120700. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  120701. */
  120702. colorAmount: number;
  120703. /**
  120704. * How much sharpness should be applied (default: 0.3)
  120705. */
  120706. edgeAmount: number;
  120707. /**
  120708. * Creates a new instance ConvolutionPostProcess
  120709. * @param name The name of the effect.
  120710. * @param options The required width/height ratio to downsize to before computing the render pass.
  120711. * @param camera The camera to apply the render pass to.
  120712. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120713. * @param engine The engine which the post process will be applied. (default: current engine)
  120714. * @param reusable If the post process can be reused on the same frame. (default: false)
  120715. * @param textureType Type of textures used when performing the post process. (default: 0)
  120716. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  120717. */
  120718. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120719. }
  120720. }
  120721. declare module BABYLON {
  120722. /**
  120723. * PostProcessRenderPipeline
  120724. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120725. */
  120726. export class PostProcessRenderPipeline {
  120727. private engine;
  120728. private _renderEffects;
  120729. private _renderEffectsForIsolatedPass;
  120730. /**
  120731. * List of inspectable custom properties (used by the Inspector)
  120732. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  120733. */
  120734. inspectableCustomProperties: IInspectable[];
  120735. /**
  120736. * @hidden
  120737. */
  120738. protected _cameras: Camera[];
  120739. /** @hidden */
  120740. _name: string;
  120741. /**
  120742. * Gets pipeline name
  120743. */
  120744. readonly name: string;
  120745. /**
  120746. * Initializes a PostProcessRenderPipeline
  120747. * @param engine engine to add the pipeline to
  120748. * @param name name of the pipeline
  120749. */
  120750. constructor(engine: Engine, name: string);
  120751. /**
  120752. * Gets the class name
  120753. * @returns "PostProcessRenderPipeline"
  120754. */
  120755. getClassName(): string;
  120756. /**
  120757. * If all the render effects in the pipeline are supported
  120758. */
  120759. readonly isSupported: boolean;
  120760. /**
  120761. * Adds an effect to the pipeline
  120762. * @param renderEffect the effect to add
  120763. */
  120764. addEffect(renderEffect: PostProcessRenderEffect): void;
  120765. /** @hidden */
  120766. _rebuild(): void;
  120767. /** @hidden */
  120768. _enableEffect(renderEffectName: string, cameras: Camera): void;
  120769. /** @hidden */
  120770. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  120771. /** @hidden */
  120772. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120773. /** @hidden */
  120774. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  120775. /** @hidden */
  120776. _attachCameras(cameras: Camera, unique: boolean): void;
  120777. /** @hidden */
  120778. _attachCameras(cameras: Camera[], unique: boolean): void;
  120779. /** @hidden */
  120780. _detachCameras(cameras: Camera): void;
  120781. /** @hidden */
  120782. _detachCameras(cameras: Nullable<Camera[]>): void;
  120783. /** @hidden */
  120784. _update(): void;
  120785. /** @hidden */
  120786. _reset(): void;
  120787. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  120788. /**
  120789. * Disposes of the pipeline
  120790. */
  120791. dispose(): void;
  120792. }
  120793. }
  120794. declare module BABYLON {
  120795. /**
  120796. * PostProcessRenderPipelineManager class
  120797. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120798. */
  120799. export class PostProcessRenderPipelineManager {
  120800. private _renderPipelines;
  120801. /**
  120802. * Initializes a PostProcessRenderPipelineManager
  120803. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120804. */
  120805. constructor();
  120806. /**
  120807. * Gets the list of supported render pipelines
  120808. */
  120809. readonly supportedPipelines: PostProcessRenderPipeline[];
  120810. /**
  120811. * Adds a pipeline to the manager
  120812. * @param renderPipeline The pipeline to add
  120813. */
  120814. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  120815. /**
  120816. * Attaches a camera to the pipeline
  120817. * @param renderPipelineName The name of the pipeline to attach to
  120818. * @param cameras the camera to attach
  120819. * @param unique if the camera can be attached multiple times to the pipeline
  120820. */
  120821. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  120822. /**
  120823. * Detaches a camera from the pipeline
  120824. * @param renderPipelineName The name of the pipeline to detach from
  120825. * @param cameras the camera to detach
  120826. */
  120827. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  120828. /**
  120829. * Enables an effect by name on a pipeline
  120830. * @param renderPipelineName the name of the pipeline to enable the effect in
  120831. * @param renderEffectName the name of the effect to enable
  120832. * @param cameras the cameras that the effect should be enabled on
  120833. */
  120834. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120835. /**
  120836. * Disables an effect by name on a pipeline
  120837. * @param renderPipelineName the name of the pipeline to disable the effect in
  120838. * @param renderEffectName the name of the effect to disable
  120839. * @param cameras the cameras that the effect should be disabled on
  120840. */
  120841. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  120842. /**
  120843. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  120844. */
  120845. update(): void;
  120846. /** @hidden */
  120847. _rebuild(): void;
  120848. /**
  120849. * Disposes of the manager and pipelines
  120850. */
  120851. dispose(): void;
  120852. }
  120853. }
  120854. declare module BABYLON {
  120855. interface Scene {
  120856. /** @hidden (Backing field) */
  120857. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120858. /**
  120859. * Gets the postprocess render pipeline manager
  120860. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120861. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120862. */
  120863. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  120864. }
  120865. /**
  120866. * Defines the Render Pipeline scene component responsible to rendering pipelines
  120867. */
  120868. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  120869. /**
  120870. * The component name helpfull to identify the component in the list of scene components.
  120871. */
  120872. readonly name: string;
  120873. /**
  120874. * The scene the component belongs to.
  120875. */
  120876. scene: Scene;
  120877. /**
  120878. * Creates a new instance of the component for the given scene
  120879. * @param scene Defines the scene to register the component in
  120880. */
  120881. constructor(scene: Scene);
  120882. /**
  120883. * Registers the component in a given scene
  120884. */
  120885. register(): void;
  120886. /**
  120887. * Rebuilds the elements related to this component in case of
  120888. * context lost for instance.
  120889. */
  120890. rebuild(): void;
  120891. /**
  120892. * Disposes the component and the associated ressources
  120893. */
  120894. dispose(): void;
  120895. private _gatherRenderTargets;
  120896. }
  120897. }
  120898. declare module BABYLON {
  120899. /**
  120900. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  120901. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  120902. */
  120903. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  120904. private _scene;
  120905. private _camerasToBeAttached;
  120906. /**
  120907. * ID of the sharpen post process,
  120908. */
  120909. private readonly SharpenPostProcessId;
  120910. /**
  120911. * @ignore
  120912. * ID of the image processing post process;
  120913. */
  120914. readonly ImageProcessingPostProcessId: string;
  120915. /**
  120916. * @ignore
  120917. * ID of the Fast Approximate Anti-Aliasing post process;
  120918. */
  120919. readonly FxaaPostProcessId: string;
  120920. /**
  120921. * ID of the chromatic aberration post process,
  120922. */
  120923. private readonly ChromaticAberrationPostProcessId;
  120924. /**
  120925. * ID of the grain post process
  120926. */
  120927. private readonly GrainPostProcessId;
  120928. /**
  120929. * Sharpen post process which will apply a sharpen convolution to enhance edges
  120930. */
  120931. sharpen: SharpenPostProcess;
  120932. private _sharpenEffect;
  120933. private bloom;
  120934. /**
  120935. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  120936. */
  120937. depthOfField: DepthOfFieldEffect;
  120938. /**
  120939. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  120940. */
  120941. fxaa: FxaaPostProcess;
  120942. /**
  120943. * Image post processing pass used to perform operations such as tone mapping or color grading.
  120944. */
  120945. imageProcessing: ImageProcessingPostProcess;
  120946. /**
  120947. * Chromatic aberration post process which will shift rgb colors in the image
  120948. */
  120949. chromaticAberration: ChromaticAberrationPostProcess;
  120950. private _chromaticAberrationEffect;
  120951. /**
  120952. * Grain post process which add noise to the image
  120953. */
  120954. grain: GrainPostProcess;
  120955. private _grainEffect;
  120956. /**
  120957. * Glow post process which adds a glow to emissive areas of the image
  120958. */
  120959. private _glowLayer;
  120960. /**
  120961. * Animations which can be used to tweak settings over a period of time
  120962. */
  120963. animations: Animation[];
  120964. private _imageProcessingConfigurationObserver;
  120965. private _sharpenEnabled;
  120966. private _bloomEnabled;
  120967. private _depthOfFieldEnabled;
  120968. private _depthOfFieldBlurLevel;
  120969. private _fxaaEnabled;
  120970. private _imageProcessingEnabled;
  120971. private _defaultPipelineTextureType;
  120972. private _bloomScale;
  120973. private _chromaticAberrationEnabled;
  120974. private _grainEnabled;
  120975. private _buildAllowed;
  120976. /**
  120977. * Gets active scene
  120978. */
  120979. readonly scene: Scene;
  120980. /**
  120981. * Enable or disable the sharpen process from the pipeline
  120982. */
  120983. sharpenEnabled: boolean;
  120984. private _resizeObserver;
  120985. private _hardwareScaleLevel;
  120986. private _bloomKernel;
  120987. /**
  120988. * Specifies the size of the bloom blur kernel, relative to the final output size
  120989. */
  120990. bloomKernel: number;
  120991. /**
  120992. * Specifies the weight of the bloom in the final rendering
  120993. */
  120994. private _bloomWeight;
  120995. /**
  120996. * Specifies the luma threshold for the area that will be blurred by the bloom
  120997. */
  120998. private _bloomThreshold;
  120999. private _hdr;
  121000. /**
  121001. * The strength of the bloom.
  121002. */
  121003. bloomWeight: number;
  121004. /**
  121005. * The strength of the bloom.
  121006. */
  121007. bloomThreshold: number;
  121008. /**
  121009. * The scale of the bloom, lower value will provide better performance.
  121010. */
  121011. bloomScale: number;
  121012. /**
  121013. * Enable or disable the bloom from the pipeline
  121014. */
  121015. bloomEnabled: boolean;
  121016. private _rebuildBloom;
  121017. /**
  121018. * If the depth of field is enabled.
  121019. */
  121020. depthOfFieldEnabled: boolean;
  121021. /**
  121022. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121023. */
  121024. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121025. /**
  121026. * If the anti aliasing is enabled.
  121027. */
  121028. fxaaEnabled: boolean;
  121029. private _samples;
  121030. /**
  121031. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121032. */
  121033. samples: number;
  121034. /**
  121035. * If image processing is enabled.
  121036. */
  121037. imageProcessingEnabled: boolean;
  121038. /**
  121039. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121040. */
  121041. glowLayerEnabled: boolean;
  121042. /**
  121043. * Gets the glow layer (or null if not defined)
  121044. */
  121045. readonly glowLayer: Nullable<GlowLayer>;
  121046. /**
  121047. * Enable or disable the chromaticAberration process from the pipeline
  121048. */
  121049. chromaticAberrationEnabled: boolean;
  121050. /**
  121051. * Enable or disable the grain process from the pipeline
  121052. */
  121053. grainEnabled: boolean;
  121054. /**
  121055. * @constructor
  121056. * @param name - The rendering pipeline name (default: "")
  121057. * @param hdr - If high dynamic range textures should be used (default: true)
  121058. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121059. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121060. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121061. */
  121062. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121063. /**
  121064. * Get the class name
  121065. * @returns "DefaultRenderingPipeline"
  121066. */
  121067. getClassName(): string;
  121068. /**
  121069. * Force the compilation of the entire pipeline.
  121070. */
  121071. prepare(): void;
  121072. private _hasCleared;
  121073. private _prevPostProcess;
  121074. private _prevPrevPostProcess;
  121075. private _setAutoClearAndTextureSharing;
  121076. private _depthOfFieldSceneObserver;
  121077. private _buildPipeline;
  121078. private _disposePostProcesses;
  121079. /**
  121080. * Adds a camera to the pipeline
  121081. * @param camera the camera to be added
  121082. */
  121083. addCamera(camera: Camera): void;
  121084. /**
  121085. * Removes a camera from the pipeline
  121086. * @param camera the camera to remove
  121087. */
  121088. removeCamera(camera: Camera): void;
  121089. /**
  121090. * Dispose of the pipeline and stop all post processes
  121091. */
  121092. dispose(): void;
  121093. /**
  121094. * Serialize the rendering pipeline (Used when exporting)
  121095. * @returns the serialized object
  121096. */
  121097. serialize(): any;
  121098. /**
  121099. * Parse the serialized pipeline
  121100. * @param source Source pipeline.
  121101. * @param scene The scene to load the pipeline to.
  121102. * @param rootUrl The URL of the serialized pipeline.
  121103. * @returns An instantiated pipeline from the serialized object.
  121104. */
  121105. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121106. }
  121107. }
  121108. declare module BABYLON {
  121109. /** @hidden */
  121110. export var lensHighlightsPixelShader: {
  121111. name: string;
  121112. shader: string;
  121113. };
  121114. }
  121115. declare module BABYLON {
  121116. /** @hidden */
  121117. export var depthOfFieldPixelShader: {
  121118. name: string;
  121119. shader: string;
  121120. };
  121121. }
  121122. declare module BABYLON {
  121123. /**
  121124. * BABYLON.JS Chromatic Aberration GLSL Shader
  121125. * Author: Olivier Guyot
  121126. * Separates very slightly R, G and B colors on the edges of the screen
  121127. * Inspired by Francois Tarlier & Martins Upitis
  121128. */
  121129. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121130. /**
  121131. * @ignore
  121132. * The chromatic aberration PostProcess id in the pipeline
  121133. */
  121134. LensChromaticAberrationEffect: string;
  121135. /**
  121136. * @ignore
  121137. * The highlights enhancing PostProcess id in the pipeline
  121138. */
  121139. HighlightsEnhancingEffect: string;
  121140. /**
  121141. * @ignore
  121142. * The depth-of-field PostProcess id in the pipeline
  121143. */
  121144. LensDepthOfFieldEffect: string;
  121145. private _scene;
  121146. private _depthTexture;
  121147. private _grainTexture;
  121148. private _chromaticAberrationPostProcess;
  121149. private _highlightsPostProcess;
  121150. private _depthOfFieldPostProcess;
  121151. private _edgeBlur;
  121152. private _grainAmount;
  121153. private _chromaticAberration;
  121154. private _distortion;
  121155. private _highlightsGain;
  121156. private _highlightsThreshold;
  121157. private _dofDistance;
  121158. private _dofAperture;
  121159. private _dofDarken;
  121160. private _dofPentagon;
  121161. private _blurNoise;
  121162. /**
  121163. * @constructor
  121164. *
  121165. * Effect parameters are as follow:
  121166. * {
  121167. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121168. * edge_blur: number; // from 0 to x (1 for realism)
  121169. * distortion: number; // from 0 to x (1 for realism)
  121170. * grain_amount: number; // from 0 to 1
  121171. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121172. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121173. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121174. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121175. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121176. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121177. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121178. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121179. * }
  121180. * Note: if an effect parameter is unset, effect is disabled
  121181. *
  121182. * @param name The rendering pipeline name
  121183. * @param parameters - An object containing all parameters (see above)
  121184. * @param scene The scene linked to this pipeline
  121185. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  121186. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121187. */
  121188. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121189. /**
  121190. * Get the class name
  121191. * @returns "LensRenderingPipeline"
  121192. */
  121193. getClassName(): string;
  121194. /**
  121195. * Gets associated scene
  121196. */
  121197. readonly scene: Scene;
  121198. /**
  121199. * Gets or sets the edge blur
  121200. */
  121201. edgeBlur: number;
  121202. /**
  121203. * Gets or sets the grain amount
  121204. */
  121205. grainAmount: number;
  121206. /**
  121207. * Gets or sets the chromatic aberration amount
  121208. */
  121209. chromaticAberration: number;
  121210. /**
  121211. * Gets or sets the depth of field aperture
  121212. */
  121213. dofAperture: number;
  121214. /**
  121215. * Gets or sets the edge distortion
  121216. */
  121217. edgeDistortion: number;
  121218. /**
  121219. * Gets or sets the depth of field distortion
  121220. */
  121221. dofDistortion: number;
  121222. /**
  121223. * Gets or sets the darken out of focus amount
  121224. */
  121225. darkenOutOfFocus: number;
  121226. /**
  121227. * Gets or sets a boolean indicating if blur noise is enabled
  121228. */
  121229. blurNoise: boolean;
  121230. /**
  121231. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121232. */
  121233. pentagonBokeh: boolean;
  121234. /**
  121235. * Gets or sets the highlight grain amount
  121236. */
  121237. highlightsGain: number;
  121238. /**
  121239. * Gets or sets the highlight threshold
  121240. */
  121241. highlightsThreshold: number;
  121242. /**
  121243. * Sets the amount of blur at the edges
  121244. * @param amount blur amount
  121245. */
  121246. setEdgeBlur(amount: number): void;
  121247. /**
  121248. * Sets edge blur to 0
  121249. */
  121250. disableEdgeBlur(): void;
  121251. /**
  121252. * Sets the amout of grain
  121253. * @param amount Amount of grain
  121254. */
  121255. setGrainAmount(amount: number): void;
  121256. /**
  121257. * Set grain amount to 0
  121258. */
  121259. disableGrain(): void;
  121260. /**
  121261. * Sets the chromatic aberration amount
  121262. * @param amount amount of chromatic aberration
  121263. */
  121264. setChromaticAberration(amount: number): void;
  121265. /**
  121266. * Sets chromatic aberration amount to 0
  121267. */
  121268. disableChromaticAberration(): void;
  121269. /**
  121270. * Sets the EdgeDistortion amount
  121271. * @param amount amount of EdgeDistortion
  121272. */
  121273. setEdgeDistortion(amount: number): void;
  121274. /**
  121275. * Sets edge distortion to 0
  121276. */
  121277. disableEdgeDistortion(): void;
  121278. /**
  121279. * Sets the FocusDistance amount
  121280. * @param amount amount of FocusDistance
  121281. */
  121282. setFocusDistance(amount: number): void;
  121283. /**
  121284. * Disables depth of field
  121285. */
  121286. disableDepthOfField(): void;
  121287. /**
  121288. * Sets the Aperture amount
  121289. * @param amount amount of Aperture
  121290. */
  121291. setAperture(amount: number): void;
  121292. /**
  121293. * Sets the DarkenOutOfFocus amount
  121294. * @param amount amount of DarkenOutOfFocus
  121295. */
  121296. setDarkenOutOfFocus(amount: number): void;
  121297. private _pentagonBokehIsEnabled;
  121298. /**
  121299. * Creates a pentagon bokeh effect
  121300. */
  121301. enablePentagonBokeh(): void;
  121302. /**
  121303. * Disables the pentagon bokeh effect
  121304. */
  121305. disablePentagonBokeh(): void;
  121306. /**
  121307. * Enables noise blur
  121308. */
  121309. enableNoiseBlur(): void;
  121310. /**
  121311. * Disables noise blur
  121312. */
  121313. disableNoiseBlur(): void;
  121314. /**
  121315. * Sets the HighlightsGain amount
  121316. * @param amount amount of HighlightsGain
  121317. */
  121318. setHighlightsGain(amount: number): void;
  121319. /**
  121320. * Sets the HighlightsThreshold amount
  121321. * @param amount amount of HighlightsThreshold
  121322. */
  121323. setHighlightsThreshold(amount: number): void;
  121324. /**
  121325. * Disables highlights
  121326. */
  121327. disableHighlights(): void;
  121328. /**
  121329. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121330. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121331. */
  121332. dispose(disableDepthRender?: boolean): void;
  121333. private _createChromaticAberrationPostProcess;
  121334. private _createHighlightsPostProcess;
  121335. private _createDepthOfFieldPostProcess;
  121336. private _createGrainTexture;
  121337. }
  121338. }
  121339. declare module BABYLON {
  121340. /** @hidden */
  121341. export var ssao2PixelShader: {
  121342. name: string;
  121343. shader: string;
  121344. };
  121345. }
  121346. declare module BABYLON {
  121347. /** @hidden */
  121348. export var ssaoCombinePixelShader: {
  121349. name: string;
  121350. shader: string;
  121351. };
  121352. }
  121353. declare module BABYLON {
  121354. /**
  121355. * Render pipeline to produce ssao effect
  121356. */
  121357. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121358. /**
  121359. * @ignore
  121360. * The PassPostProcess id in the pipeline that contains the original scene color
  121361. */
  121362. SSAOOriginalSceneColorEffect: string;
  121363. /**
  121364. * @ignore
  121365. * The SSAO PostProcess id in the pipeline
  121366. */
  121367. SSAORenderEffect: string;
  121368. /**
  121369. * @ignore
  121370. * The horizontal blur PostProcess id in the pipeline
  121371. */
  121372. SSAOBlurHRenderEffect: string;
  121373. /**
  121374. * @ignore
  121375. * The vertical blur PostProcess id in the pipeline
  121376. */
  121377. SSAOBlurVRenderEffect: string;
  121378. /**
  121379. * @ignore
  121380. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121381. */
  121382. SSAOCombineRenderEffect: string;
  121383. /**
  121384. * The output strength of the SSAO post-process. Default value is 1.0.
  121385. */
  121386. totalStrength: number;
  121387. /**
  121388. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121389. */
  121390. maxZ: number;
  121391. /**
  121392. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121393. */
  121394. minZAspect: number;
  121395. private _samples;
  121396. /**
  121397. * Number of samples used for the SSAO calculations. Default value is 8
  121398. */
  121399. samples: number;
  121400. private _textureSamples;
  121401. /**
  121402. * Number of samples to use for antialiasing
  121403. */
  121404. textureSamples: number;
  121405. /**
  121406. * Ratio object used for SSAO ratio and blur ratio
  121407. */
  121408. private _ratio;
  121409. /**
  121410. * Dynamically generated sphere sampler.
  121411. */
  121412. private _sampleSphere;
  121413. /**
  121414. * Blur filter offsets
  121415. */
  121416. private _samplerOffsets;
  121417. private _expensiveBlur;
  121418. /**
  121419. * If bilateral blur should be used
  121420. */
  121421. expensiveBlur: boolean;
  121422. /**
  121423. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121424. */
  121425. radius: number;
  121426. /**
  121427. * The base color of the SSAO post-process
  121428. * The final result is "base + ssao" between [0, 1]
  121429. */
  121430. base: number;
  121431. /**
  121432. * Support test.
  121433. */
  121434. static readonly IsSupported: boolean;
  121435. private _scene;
  121436. private _depthTexture;
  121437. private _normalTexture;
  121438. private _randomTexture;
  121439. private _originalColorPostProcess;
  121440. private _ssaoPostProcess;
  121441. private _blurHPostProcess;
  121442. private _blurVPostProcess;
  121443. private _ssaoCombinePostProcess;
  121444. private _firstUpdate;
  121445. /**
  121446. * Gets active scene
  121447. */
  121448. readonly scene: Scene;
  121449. /**
  121450. * @constructor
  121451. * @param name The rendering pipeline name
  121452. * @param scene The scene linked to this pipeline
  121453. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  121454. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121455. */
  121456. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121457. /**
  121458. * Get the class name
  121459. * @returns "SSAO2RenderingPipeline"
  121460. */
  121461. getClassName(): string;
  121462. /**
  121463. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121464. */
  121465. dispose(disableGeometryBufferRenderer?: boolean): void;
  121466. private _createBlurPostProcess;
  121467. /** @hidden */
  121468. _rebuild(): void;
  121469. private _bits;
  121470. private _radicalInverse_VdC;
  121471. private _hammersley;
  121472. private _hemisphereSample_uniform;
  121473. private _generateHemisphere;
  121474. private _createSSAOPostProcess;
  121475. private _createSSAOCombinePostProcess;
  121476. private _createRandomTexture;
  121477. /**
  121478. * Serialize the rendering pipeline (Used when exporting)
  121479. * @returns the serialized object
  121480. */
  121481. serialize(): any;
  121482. /**
  121483. * Parse the serialized pipeline
  121484. * @param source Source pipeline.
  121485. * @param scene The scene to load the pipeline to.
  121486. * @param rootUrl The URL of the serialized pipeline.
  121487. * @returns An instantiated pipeline from the serialized object.
  121488. */
  121489. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121490. }
  121491. }
  121492. declare module BABYLON {
  121493. /** @hidden */
  121494. export var ssaoPixelShader: {
  121495. name: string;
  121496. shader: string;
  121497. };
  121498. }
  121499. declare module BABYLON {
  121500. /**
  121501. * Render pipeline to produce ssao effect
  121502. */
  121503. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  121504. /**
  121505. * @ignore
  121506. * The PassPostProcess id in the pipeline that contains the original scene color
  121507. */
  121508. SSAOOriginalSceneColorEffect: string;
  121509. /**
  121510. * @ignore
  121511. * The SSAO PostProcess id in the pipeline
  121512. */
  121513. SSAORenderEffect: string;
  121514. /**
  121515. * @ignore
  121516. * The horizontal blur PostProcess id in the pipeline
  121517. */
  121518. SSAOBlurHRenderEffect: string;
  121519. /**
  121520. * @ignore
  121521. * The vertical blur PostProcess id in the pipeline
  121522. */
  121523. SSAOBlurVRenderEffect: string;
  121524. /**
  121525. * @ignore
  121526. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121527. */
  121528. SSAOCombineRenderEffect: string;
  121529. /**
  121530. * The output strength of the SSAO post-process. Default value is 1.0.
  121531. */
  121532. totalStrength: number;
  121533. /**
  121534. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  121535. */
  121536. radius: number;
  121537. /**
  121538. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  121539. * Must not be equal to fallOff and superior to fallOff.
  121540. * Default value is 0.0075
  121541. */
  121542. area: number;
  121543. /**
  121544. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  121545. * Must not be equal to area and inferior to area.
  121546. * Default value is 0.000001
  121547. */
  121548. fallOff: number;
  121549. /**
  121550. * The base color of the SSAO post-process
  121551. * The final result is "base + ssao" between [0, 1]
  121552. */
  121553. base: number;
  121554. private _scene;
  121555. private _depthTexture;
  121556. private _randomTexture;
  121557. private _originalColorPostProcess;
  121558. private _ssaoPostProcess;
  121559. private _blurHPostProcess;
  121560. private _blurVPostProcess;
  121561. private _ssaoCombinePostProcess;
  121562. private _firstUpdate;
  121563. /**
  121564. * Gets active scene
  121565. */
  121566. readonly scene: Scene;
  121567. /**
  121568. * @constructor
  121569. * @param name - The rendering pipeline name
  121570. * @param scene - The scene linked to this pipeline
  121571. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  121572. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  121573. */
  121574. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121575. /**
  121576. * Get the class name
  121577. * @returns "SSAORenderingPipeline"
  121578. */
  121579. getClassName(): string;
  121580. /**
  121581. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121582. */
  121583. dispose(disableDepthRender?: boolean): void;
  121584. private _createBlurPostProcess;
  121585. /** @hidden */
  121586. _rebuild(): void;
  121587. private _createSSAOPostProcess;
  121588. private _createSSAOCombinePostProcess;
  121589. private _createRandomTexture;
  121590. }
  121591. }
  121592. declare module BABYLON {
  121593. /** @hidden */
  121594. export var standardPixelShader: {
  121595. name: string;
  121596. shader: string;
  121597. };
  121598. }
  121599. declare module BABYLON {
  121600. /**
  121601. * Standard rendering pipeline
  121602. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121603. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  121604. */
  121605. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121606. /**
  121607. * Public members
  121608. */
  121609. /**
  121610. * Post-process which contains the original scene color before the pipeline applies all the effects
  121611. */
  121612. originalPostProcess: Nullable<PostProcess>;
  121613. /**
  121614. * Post-process used to down scale an image x4
  121615. */
  121616. downSampleX4PostProcess: Nullable<PostProcess>;
  121617. /**
  121618. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  121619. */
  121620. brightPassPostProcess: Nullable<PostProcess>;
  121621. /**
  121622. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  121623. */
  121624. blurHPostProcesses: PostProcess[];
  121625. /**
  121626. * Post-process array storing all the vertical blur post-processes used by the pipeline
  121627. */
  121628. blurVPostProcesses: PostProcess[];
  121629. /**
  121630. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  121631. */
  121632. textureAdderPostProcess: Nullable<PostProcess>;
  121633. /**
  121634. * Post-process used to create volumetric lighting effect
  121635. */
  121636. volumetricLightPostProcess: Nullable<PostProcess>;
  121637. /**
  121638. * Post-process used to smooth the previous volumetric light post-process on the X axis
  121639. */
  121640. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  121641. /**
  121642. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  121643. */
  121644. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  121645. /**
  121646. * Post-process used to merge the volumetric light effect and the real scene color
  121647. */
  121648. volumetricLightMergePostProces: Nullable<PostProcess>;
  121649. /**
  121650. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  121651. */
  121652. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  121653. /**
  121654. * Base post-process used to calculate the average luminance of the final image for HDR
  121655. */
  121656. luminancePostProcess: Nullable<PostProcess>;
  121657. /**
  121658. * Post-processes used to create down sample post-processes in order to get
  121659. * the average luminance of the final image for HDR
  121660. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  121661. */
  121662. luminanceDownSamplePostProcesses: PostProcess[];
  121663. /**
  121664. * Post-process used to create a HDR effect (light adaptation)
  121665. */
  121666. hdrPostProcess: Nullable<PostProcess>;
  121667. /**
  121668. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  121669. */
  121670. textureAdderFinalPostProcess: Nullable<PostProcess>;
  121671. /**
  121672. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  121673. */
  121674. lensFlareFinalPostProcess: Nullable<PostProcess>;
  121675. /**
  121676. * Post-process used to merge the final HDR post-process and the real scene color
  121677. */
  121678. hdrFinalPostProcess: Nullable<PostProcess>;
  121679. /**
  121680. * Post-process used to create a lens flare effect
  121681. */
  121682. lensFlarePostProcess: Nullable<PostProcess>;
  121683. /**
  121684. * Post-process that merges the result of the lens flare post-process and the real scene color
  121685. */
  121686. lensFlareComposePostProcess: Nullable<PostProcess>;
  121687. /**
  121688. * Post-process used to create a motion blur effect
  121689. */
  121690. motionBlurPostProcess: Nullable<PostProcess>;
  121691. /**
  121692. * Post-process used to create a depth of field effect
  121693. */
  121694. depthOfFieldPostProcess: Nullable<PostProcess>;
  121695. /**
  121696. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121697. */
  121698. fxaaPostProcess: Nullable<FxaaPostProcess>;
  121699. /**
  121700. * Represents the brightness threshold in order to configure the illuminated surfaces
  121701. */
  121702. brightThreshold: number;
  121703. /**
  121704. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  121705. */
  121706. blurWidth: number;
  121707. /**
  121708. * Sets if the blur for highlighted surfaces must be only horizontal
  121709. */
  121710. horizontalBlur: boolean;
  121711. /**
  121712. * Gets the overall exposure used by the pipeline
  121713. */
  121714. /**
  121715. * Sets the overall exposure used by the pipeline
  121716. */
  121717. exposure: number;
  121718. /**
  121719. * Texture used typically to simulate "dirty" on camera lens
  121720. */
  121721. lensTexture: Nullable<Texture>;
  121722. /**
  121723. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  121724. */
  121725. volumetricLightCoefficient: number;
  121726. /**
  121727. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  121728. */
  121729. volumetricLightPower: number;
  121730. /**
  121731. * Used the set the blur intensity to smooth the volumetric lights
  121732. */
  121733. volumetricLightBlurScale: number;
  121734. /**
  121735. * Light (spot or directional) used to generate the volumetric lights rays
  121736. * The source light must have a shadow generate so the pipeline can get its
  121737. * depth map
  121738. */
  121739. sourceLight: Nullable<SpotLight | DirectionalLight>;
  121740. /**
  121741. * For eye adaptation, represents the minimum luminance the eye can see
  121742. */
  121743. hdrMinimumLuminance: number;
  121744. /**
  121745. * For eye adaptation, represents the decrease luminance speed
  121746. */
  121747. hdrDecreaseRate: number;
  121748. /**
  121749. * For eye adaptation, represents the increase luminance speed
  121750. */
  121751. hdrIncreaseRate: number;
  121752. /**
  121753. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121754. */
  121755. /**
  121756. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  121757. */
  121758. hdrAutoExposure: boolean;
  121759. /**
  121760. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  121761. */
  121762. lensColorTexture: Nullable<Texture>;
  121763. /**
  121764. * The overall strengh for the lens flare effect
  121765. */
  121766. lensFlareStrength: number;
  121767. /**
  121768. * Dispersion coefficient for lens flare ghosts
  121769. */
  121770. lensFlareGhostDispersal: number;
  121771. /**
  121772. * Main lens flare halo width
  121773. */
  121774. lensFlareHaloWidth: number;
  121775. /**
  121776. * Based on the lens distortion effect, defines how much the lens flare result
  121777. * is distorted
  121778. */
  121779. lensFlareDistortionStrength: number;
  121780. /**
  121781. * Lens star texture must be used to simulate rays on the flares and is available
  121782. * in the documentation
  121783. */
  121784. lensStarTexture: Nullable<Texture>;
  121785. /**
  121786. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  121787. * flare effect by taking account of the dirt texture
  121788. */
  121789. lensFlareDirtTexture: Nullable<Texture>;
  121790. /**
  121791. * Represents the focal length for the depth of field effect
  121792. */
  121793. depthOfFieldDistance: number;
  121794. /**
  121795. * Represents the blur intensity for the blurred part of the depth of field effect
  121796. */
  121797. depthOfFieldBlurWidth: number;
  121798. /**
  121799. * Gets how much the image is blurred by the movement while using the motion blur post-process
  121800. */
  121801. /**
  121802. * Sets how much the image is blurred by the movement while using the motion blur post-process
  121803. */
  121804. motionStrength: number;
  121805. /**
  121806. * Gets wether or not the motion blur post-process is object based or screen based.
  121807. */
  121808. /**
  121809. * Sets wether or not the motion blur post-process should be object based or screen based
  121810. */
  121811. objectBasedMotionBlur: boolean;
  121812. /**
  121813. * List of animations for the pipeline (IAnimatable implementation)
  121814. */
  121815. animations: Animation[];
  121816. /**
  121817. * Private members
  121818. */
  121819. private _scene;
  121820. private _currentDepthOfFieldSource;
  121821. private _basePostProcess;
  121822. private _fixedExposure;
  121823. private _currentExposure;
  121824. private _hdrAutoExposure;
  121825. private _hdrCurrentLuminance;
  121826. private _motionStrength;
  121827. private _isObjectBasedMotionBlur;
  121828. private _floatTextureType;
  121829. private _ratio;
  121830. private _bloomEnabled;
  121831. private _depthOfFieldEnabled;
  121832. private _vlsEnabled;
  121833. private _lensFlareEnabled;
  121834. private _hdrEnabled;
  121835. private _motionBlurEnabled;
  121836. private _fxaaEnabled;
  121837. private _motionBlurSamples;
  121838. private _volumetricLightStepsCount;
  121839. private _samples;
  121840. /**
  121841. * @ignore
  121842. * Specifies if the bloom pipeline is enabled
  121843. */
  121844. BloomEnabled: boolean;
  121845. /**
  121846. * @ignore
  121847. * Specifies if the depth of field pipeline is enabed
  121848. */
  121849. DepthOfFieldEnabled: boolean;
  121850. /**
  121851. * @ignore
  121852. * Specifies if the lens flare pipeline is enabed
  121853. */
  121854. LensFlareEnabled: boolean;
  121855. /**
  121856. * @ignore
  121857. * Specifies if the HDR pipeline is enabled
  121858. */
  121859. HDREnabled: boolean;
  121860. /**
  121861. * @ignore
  121862. * Specifies if the volumetric lights scattering effect is enabled
  121863. */
  121864. VLSEnabled: boolean;
  121865. /**
  121866. * @ignore
  121867. * Specifies if the motion blur effect is enabled
  121868. */
  121869. MotionBlurEnabled: boolean;
  121870. /**
  121871. * Specifies if anti-aliasing is enabled
  121872. */
  121873. fxaaEnabled: boolean;
  121874. /**
  121875. * Specifies the number of steps used to calculate the volumetric lights
  121876. * Typically in interval [50, 200]
  121877. */
  121878. volumetricLightStepsCount: number;
  121879. /**
  121880. * Specifies the number of samples used for the motion blur effect
  121881. * Typically in interval [16, 64]
  121882. */
  121883. motionBlurSamples: number;
  121884. /**
  121885. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121886. */
  121887. samples: number;
  121888. /**
  121889. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  121890. * @constructor
  121891. * @param name The rendering pipeline name
  121892. * @param scene The scene linked to this pipeline
  121893. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  121894. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  121895. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121896. */
  121897. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  121898. private _buildPipeline;
  121899. private _createDownSampleX4PostProcess;
  121900. private _createBrightPassPostProcess;
  121901. private _createBlurPostProcesses;
  121902. private _createTextureAdderPostProcess;
  121903. private _createVolumetricLightPostProcess;
  121904. private _createLuminancePostProcesses;
  121905. private _createHdrPostProcess;
  121906. private _createLensFlarePostProcess;
  121907. private _createDepthOfFieldPostProcess;
  121908. private _createMotionBlurPostProcess;
  121909. private _getDepthTexture;
  121910. private _disposePostProcesses;
  121911. /**
  121912. * Dispose of the pipeline and stop all post processes
  121913. */
  121914. dispose(): void;
  121915. /**
  121916. * Serialize the rendering pipeline (Used when exporting)
  121917. * @returns the serialized object
  121918. */
  121919. serialize(): any;
  121920. /**
  121921. * Parse the serialized pipeline
  121922. * @param source Source pipeline.
  121923. * @param scene The scene to load the pipeline to.
  121924. * @param rootUrl The URL of the serialized pipeline.
  121925. * @returns An instantiated pipeline from the serialized object.
  121926. */
  121927. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  121928. /**
  121929. * Luminance steps
  121930. */
  121931. static LuminanceSteps: number;
  121932. }
  121933. }
  121934. declare module BABYLON {
  121935. /** @hidden */
  121936. export var tonemapPixelShader: {
  121937. name: string;
  121938. shader: string;
  121939. };
  121940. }
  121941. declare module BABYLON {
  121942. /** Defines operator used for tonemapping */
  121943. export enum TonemappingOperator {
  121944. /** Hable */
  121945. Hable = 0,
  121946. /** Reinhard */
  121947. Reinhard = 1,
  121948. /** HejiDawson */
  121949. HejiDawson = 2,
  121950. /** Photographic */
  121951. Photographic = 3
  121952. }
  121953. /**
  121954. * Defines a post process to apply tone mapping
  121955. */
  121956. export class TonemapPostProcess extends PostProcess {
  121957. private _operator;
  121958. /** Defines the required exposure adjustement */
  121959. exposureAdjustment: number;
  121960. /**
  121961. * Creates a new TonemapPostProcess
  121962. * @param name defines the name of the postprocess
  121963. * @param _operator defines the operator to use
  121964. * @param exposureAdjustment defines the required exposure adjustement
  121965. * @param camera defines the camera to use (can be null)
  121966. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  121967. * @param engine defines the hosting engine (can be ignore if camera is set)
  121968. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121969. */
  121970. constructor(name: string, _operator: TonemappingOperator,
  121971. /** Defines the required exposure adjustement */
  121972. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  121973. }
  121974. }
  121975. declare module BABYLON {
  121976. /** @hidden */
  121977. export var depthVertexShader: {
  121978. name: string;
  121979. shader: string;
  121980. };
  121981. }
  121982. declare module BABYLON {
  121983. /** @hidden */
  121984. export var volumetricLightScatteringPixelShader: {
  121985. name: string;
  121986. shader: string;
  121987. };
  121988. }
  121989. declare module BABYLON {
  121990. /** @hidden */
  121991. export var volumetricLightScatteringPassPixelShader: {
  121992. name: string;
  121993. shader: string;
  121994. };
  121995. }
  121996. declare module BABYLON {
  121997. /**
  121998. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  121999. */
  122000. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122001. private _volumetricLightScatteringPass;
  122002. private _volumetricLightScatteringRTT;
  122003. private _viewPort;
  122004. private _screenCoordinates;
  122005. private _cachedDefines;
  122006. /**
  122007. * If not undefined, the mesh position is computed from the attached node position
  122008. */
  122009. attachedNode: {
  122010. position: Vector3;
  122011. };
  122012. /**
  122013. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122014. */
  122015. customMeshPosition: Vector3;
  122016. /**
  122017. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122018. */
  122019. useCustomMeshPosition: boolean;
  122020. /**
  122021. * If the post-process should inverse the light scattering direction
  122022. */
  122023. invert: boolean;
  122024. /**
  122025. * The internal mesh used by the post-process
  122026. */
  122027. mesh: Mesh;
  122028. /**
  122029. * @hidden
  122030. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122031. */
  122032. useDiffuseColor: boolean;
  122033. /**
  122034. * Array containing the excluded meshes not rendered in the internal pass
  122035. */
  122036. excludedMeshes: AbstractMesh[];
  122037. /**
  122038. * Controls the overall intensity of the post-process
  122039. */
  122040. exposure: number;
  122041. /**
  122042. * Dissipates each sample's contribution in range [0, 1]
  122043. */
  122044. decay: number;
  122045. /**
  122046. * Controls the overall intensity of each sample
  122047. */
  122048. weight: number;
  122049. /**
  122050. * Controls the density of each sample
  122051. */
  122052. density: number;
  122053. /**
  122054. * @constructor
  122055. * @param name The post-process name
  122056. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  122057. * @param camera The camera that the post-process will be attached to
  122058. * @param mesh The mesh used to create the light scattering
  122059. * @param samples The post-process quality, default 100
  122060. * @param samplingModeThe post-process filtering mode
  122061. * @param engine The babylon engine
  122062. * @param reusable If the post-process is reusable
  122063. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122064. */
  122065. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122066. /**
  122067. * Returns the string "VolumetricLightScatteringPostProcess"
  122068. * @returns "VolumetricLightScatteringPostProcess"
  122069. */
  122070. getClassName(): string;
  122071. private _isReady;
  122072. /**
  122073. * Sets the new light position for light scattering effect
  122074. * @param position The new custom light position
  122075. */
  122076. setCustomMeshPosition(position: Vector3): void;
  122077. /**
  122078. * Returns the light position for light scattering effect
  122079. * @return Vector3 The custom light position
  122080. */
  122081. getCustomMeshPosition(): Vector3;
  122082. /**
  122083. * Disposes the internal assets and detaches the post-process from the camera
  122084. */
  122085. dispose(camera: Camera): void;
  122086. /**
  122087. * Returns the render target texture used by the post-process
  122088. * @return the render target texture used by the post-process
  122089. */
  122090. getPass(): RenderTargetTexture;
  122091. private _meshExcluded;
  122092. private _createPass;
  122093. private _updateMeshScreenCoordinates;
  122094. /**
  122095. * Creates a default mesh for the Volumeric Light Scattering post-process
  122096. * @param name The mesh name
  122097. * @param scene The scene where to create the mesh
  122098. * @return the default mesh
  122099. */
  122100. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122101. }
  122102. }
  122103. declare module BABYLON {
  122104. interface Scene {
  122105. /** @hidden (Backing field) */
  122106. _boundingBoxRenderer: BoundingBoxRenderer;
  122107. /** @hidden (Backing field) */
  122108. _forceShowBoundingBoxes: boolean;
  122109. /**
  122110. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122111. */
  122112. forceShowBoundingBoxes: boolean;
  122113. /**
  122114. * Gets the bounding box renderer associated with the scene
  122115. * @returns a BoundingBoxRenderer
  122116. */
  122117. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122118. }
  122119. interface AbstractMesh {
  122120. /** @hidden (Backing field) */
  122121. _showBoundingBox: boolean;
  122122. /**
  122123. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122124. */
  122125. showBoundingBox: boolean;
  122126. }
  122127. /**
  122128. * Component responsible of rendering the bounding box of the meshes in a scene.
  122129. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122130. */
  122131. export class BoundingBoxRenderer implements ISceneComponent {
  122132. /**
  122133. * The component name helpfull to identify the component in the list of scene components.
  122134. */
  122135. readonly name: string;
  122136. /**
  122137. * The scene the component belongs to.
  122138. */
  122139. scene: Scene;
  122140. /**
  122141. * Color of the bounding box lines placed in front of an object
  122142. */
  122143. frontColor: Color3;
  122144. /**
  122145. * Color of the bounding box lines placed behind an object
  122146. */
  122147. backColor: Color3;
  122148. /**
  122149. * Defines if the renderer should show the back lines or not
  122150. */
  122151. showBackLines: boolean;
  122152. /**
  122153. * @hidden
  122154. */
  122155. renderList: SmartArray<BoundingBox>;
  122156. private _colorShader;
  122157. private _vertexBuffers;
  122158. private _indexBuffer;
  122159. private _fillIndexBuffer;
  122160. private _fillIndexData;
  122161. /**
  122162. * Instantiates a new bounding box renderer in a scene.
  122163. * @param scene the scene the renderer renders in
  122164. */
  122165. constructor(scene: Scene);
  122166. /**
  122167. * Registers the component in a given scene
  122168. */
  122169. register(): void;
  122170. private _evaluateSubMesh;
  122171. private _activeMesh;
  122172. private _prepareRessources;
  122173. private _createIndexBuffer;
  122174. /**
  122175. * Rebuilds the elements related to this component in case of
  122176. * context lost for instance.
  122177. */
  122178. rebuild(): void;
  122179. /**
  122180. * @hidden
  122181. */
  122182. reset(): void;
  122183. /**
  122184. * Render the bounding boxes of a specific rendering group
  122185. * @param renderingGroupId defines the rendering group to render
  122186. */
  122187. render(renderingGroupId: number): void;
  122188. /**
  122189. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122190. * @param mesh Define the mesh to render the occlusion bounding box for
  122191. */
  122192. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122193. /**
  122194. * Dispose and release the resources attached to this renderer.
  122195. */
  122196. dispose(): void;
  122197. }
  122198. }
  122199. declare module BABYLON {
  122200. /** @hidden */
  122201. export var depthPixelShader: {
  122202. name: string;
  122203. shader: string;
  122204. };
  122205. }
  122206. declare module BABYLON {
  122207. /**
  122208. * This represents a depth renderer in Babylon.
  122209. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122210. */
  122211. export class DepthRenderer {
  122212. private _scene;
  122213. private _depthMap;
  122214. private _effect;
  122215. private readonly _storeNonLinearDepth;
  122216. private readonly _clearColor;
  122217. /** Get if the depth renderer is using packed depth or not */
  122218. readonly isPacked: boolean;
  122219. private _cachedDefines;
  122220. private _camera;
  122221. /**
  122222. * Specifiess that the depth renderer will only be used within
  122223. * the camera it is created for.
  122224. * This can help forcing its rendering during the camera processing.
  122225. */
  122226. useOnlyInActiveCamera: boolean;
  122227. /** @hidden */
  122228. static _SceneComponentInitialization: (scene: Scene) => void;
  122229. /**
  122230. * Instantiates a depth renderer
  122231. * @param scene The scene the renderer belongs to
  122232. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122233. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122234. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122235. */
  122236. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122237. /**
  122238. * Creates the depth rendering effect and checks if the effect is ready.
  122239. * @param subMesh The submesh to be used to render the depth map of
  122240. * @param useInstances If multiple world instances should be used
  122241. * @returns if the depth renderer is ready to render the depth map
  122242. */
  122243. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122244. /**
  122245. * Gets the texture which the depth map will be written to.
  122246. * @returns The depth map texture
  122247. */
  122248. getDepthMap(): RenderTargetTexture;
  122249. /**
  122250. * Disposes of the depth renderer.
  122251. */
  122252. dispose(): void;
  122253. }
  122254. }
  122255. declare module BABYLON {
  122256. interface Scene {
  122257. /** @hidden (Backing field) */
  122258. _depthRenderer: {
  122259. [id: string]: DepthRenderer;
  122260. };
  122261. /**
  122262. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122263. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122264. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122265. * @returns the created depth renderer
  122266. */
  122267. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122268. /**
  122269. * Disables a depth renderer for a given camera
  122270. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122271. */
  122272. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122273. }
  122274. /**
  122275. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122276. * in several rendering techniques.
  122277. */
  122278. export class DepthRendererSceneComponent implements ISceneComponent {
  122279. /**
  122280. * The component name helpfull to identify the component in the list of scene components.
  122281. */
  122282. readonly name: string;
  122283. /**
  122284. * The scene the component belongs to.
  122285. */
  122286. scene: Scene;
  122287. /**
  122288. * Creates a new instance of the component for the given scene
  122289. * @param scene Defines the scene to register the component in
  122290. */
  122291. constructor(scene: Scene);
  122292. /**
  122293. * Registers the component in a given scene
  122294. */
  122295. register(): void;
  122296. /**
  122297. * Rebuilds the elements related to this component in case of
  122298. * context lost for instance.
  122299. */
  122300. rebuild(): void;
  122301. /**
  122302. * Disposes the component and the associated ressources
  122303. */
  122304. dispose(): void;
  122305. private _gatherRenderTargets;
  122306. private _gatherActiveCameraRenderTargets;
  122307. }
  122308. }
  122309. declare module BABYLON {
  122310. /** @hidden */
  122311. export var outlinePixelShader: {
  122312. name: string;
  122313. shader: string;
  122314. };
  122315. }
  122316. declare module BABYLON {
  122317. /** @hidden */
  122318. export var outlineVertexShader: {
  122319. name: string;
  122320. shader: string;
  122321. };
  122322. }
  122323. declare module BABYLON {
  122324. interface Scene {
  122325. /** @hidden */
  122326. _outlineRenderer: OutlineRenderer;
  122327. /**
  122328. * Gets the outline renderer associated with the scene
  122329. * @returns a OutlineRenderer
  122330. */
  122331. getOutlineRenderer(): OutlineRenderer;
  122332. }
  122333. interface AbstractMesh {
  122334. /** @hidden (Backing field) */
  122335. _renderOutline: boolean;
  122336. /**
  122337. * Gets or sets a boolean indicating if the outline must be rendered as well
  122338. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122339. */
  122340. renderOutline: boolean;
  122341. /** @hidden (Backing field) */
  122342. _renderOverlay: boolean;
  122343. /**
  122344. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122345. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122346. */
  122347. renderOverlay: boolean;
  122348. }
  122349. /**
  122350. * This class is responsible to draw bothe outline/overlay of meshes.
  122351. * It should not be used directly but through the available method on mesh.
  122352. */
  122353. export class OutlineRenderer implements ISceneComponent {
  122354. /**
  122355. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122356. */
  122357. private static _StencilReference;
  122358. /**
  122359. * The name of the component. Each component must have a unique name.
  122360. */
  122361. name: string;
  122362. /**
  122363. * The scene the component belongs to.
  122364. */
  122365. scene: Scene;
  122366. /**
  122367. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122368. */
  122369. zOffset: number;
  122370. private _engine;
  122371. private _effect;
  122372. private _cachedDefines;
  122373. private _savedDepthWrite;
  122374. /**
  122375. * Instantiates a new outline renderer. (There could be only one per scene).
  122376. * @param scene Defines the scene it belongs to
  122377. */
  122378. constructor(scene: Scene);
  122379. /**
  122380. * Register the component to one instance of a scene.
  122381. */
  122382. register(): void;
  122383. /**
  122384. * Rebuilds the elements related to this component in case of
  122385. * context lost for instance.
  122386. */
  122387. rebuild(): void;
  122388. /**
  122389. * Disposes the component and the associated ressources.
  122390. */
  122391. dispose(): void;
  122392. /**
  122393. * Renders the outline in the canvas.
  122394. * @param subMesh Defines the sumesh to render
  122395. * @param batch Defines the batch of meshes in case of instances
  122396. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122397. */
  122398. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122399. /**
  122400. * Returns whether or not the outline renderer is ready for a given submesh.
  122401. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122402. * @param subMesh Defines the submesh to check readyness for
  122403. * @param useInstances Defines wheter wee are trying to render instances or not
  122404. * @returns true if ready otherwise false
  122405. */
  122406. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122407. private _beforeRenderingMesh;
  122408. private _afterRenderingMesh;
  122409. }
  122410. }
  122411. declare module BABYLON {
  122412. /**
  122413. * Defines the list of states available for a task inside a AssetsManager
  122414. */
  122415. export enum AssetTaskState {
  122416. /**
  122417. * Initialization
  122418. */
  122419. INIT = 0,
  122420. /**
  122421. * Running
  122422. */
  122423. RUNNING = 1,
  122424. /**
  122425. * Done
  122426. */
  122427. DONE = 2,
  122428. /**
  122429. * Error
  122430. */
  122431. ERROR = 3
  122432. }
  122433. /**
  122434. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122435. */
  122436. export abstract class AbstractAssetTask {
  122437. /**
  122438. * Task name
  122439. */ name: string;
  122440. /**
  122441. * Callback called when the task is successful
  122442. */
  122443. onSuccess: (task: any) => void;
  122444. /**
  122445. * Callback called when the task is not successful
  122446. */
  122447. onError: (task: any, message?: string, exception?: any) => void;
  122448. /**
  122449. * Creates a new AssetsManager
  122450. * @param name defines the name of the task
  122451. */
  122452. constructor(
  122453. /**
  122454. * Task name
  122455. */ name: string);
  122456. private _isCompleted;
  122457. private _taskState;
  122458. private _errorObject;
  122459. /**
  122460. * Get if the task is completed
  122461. */
  122462. readonly isCompleted: boolean;
  122463. /**
  122464. * Gets the current state of the task
  122465. */
  122466. readonly taskState: AssetTaskState;
  122467. /**
  122468. * Gets the current error object (if task is in error)
  122469. */
  122470. readonly errorObject: {
  122471. message?: string;
  122472. exception?: any;
  122473. };
  122474. /**
  122475. * Internal only
  122476. * @hidden
  122477. */
  122478. _setErrorObject(message?: string, exception?: any): void;
  122479. /**
  122480. * Execute the current task
  122481. * @param scene defines the scene where you want your assets to be loaded
  122482. * @param onSuccess is a callback called when the task is successfully executed
  122483. * @param onError is a callback called if an error occurs
  122484. */
  122485. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122486. /**
  122487. * Execute the current task
  122488. * @param scene defines the scene where you want your assets to be loaded
  122489. * @param onSuccess is a callback called when the task is successfully executed
  122490. * @param onError is a callback called if an error occurs
  122491. */
  122492. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122493. /**
  122494. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  122495. * This can be used with failed tasks that have the reason for failure fixed.
  122496. */
  122497. reset(): void;
  122498. private onErrorCallback;
  122499. private onDoneCallback;
  122500. }
  122501. /**
  122502. * Define the interface used by progress events raised during assets loading
  122503. */
  122504. export interface IAssetsProgressEvent {
  122505. /**
  122506. * Defines the number of remaining tasks to process
  122507. */
  122508. remainingCount: number;
  122509. /**
  122510. * Defines the total number of tasks
  122511. */
  122512. totalCount: number;
  122513. /**
  122514. * Defines the task that was just processed
  122515. */
  122516. task: AbstractAssetTask;
  122517. }
  122518. /**
  122519. * Class used to share progress information about assets loading
  122520. */
  122521. export class AssetsProgressEvent implements IAssetsProgressEvent {
  122522. /**
  122523. * Defines the number of remaining tasks to process
  122524. */
  122525. remainingCount: number;
  122526. /**
  122527. * Defines the total number of tasks
  122528. */
  122529. totalCount: number;
  122530. /**
  122531. * Defines the task that was just processed
  122532. */
  122533. task: AbstractAssetTask;
  122534. /**
  122535. * Creates a AssetsProgressEvent
  122536. * @param remainingCount defines the number of remaining tasks to process
  122537. * @param totalCount defines the total number of tasks
  122538. * @param task defines the task that was just processed
  122539. */
  122540. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  122541. }
  122542. /**
  122543. * Define a task used by AssetsManager to load meshes
  122544. */
  122545. export class MeshAssetTask extends AbstractAssetTask {
  122546. /**
  122547. * Defines the name of the task
  122548. */
  122549. name: string;
  122550. /**
  122551. * Defines the list of mesh's names you want to load
  122552. */
  122553. meshesNames: any;
  122554. /**
  122555. * Defines the root url to use as a base to load your meshes and associated resources
  122556. */
  122557. rootUrl: string;
  122558. /**
  122559. * Defines the filename of the scene to load from
  122560. */
  122561. sceneFilename: string;
  122562. /**
  122563. * Gets the list of loaded meshes
  122564. */
  122565. loadedMeshes: Array<AbstractMesh>;
  122566. /**
  122567. * Gets the list of loaded particle systems
  122568. */
  122569. loadedParticleSystems: Array<IParticleSystem>;
  122570. /**
  122571. * Gets the list of loaded skeletons
  122572. */
  122573. loadedSkeletons: Array<Skeleton>;
  122574. /**
  122575. * Gets the list of loaded animation groups
  122576. */
  122577. loadedAnimationGroups: Array<AnimationGroup>;
  122578. /**
  122579. * Callback called when the task is successful
  122580. */
  122581. onSuccess: (task: MeshAssetTask) => void;
  122582. /**
  122583. * Callback called when the task is successful
  122584. */
  122585. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  122586. /**
  122587. * Creates a new MeshAssetTask
  122588. * @param name defines the name of the task
  122589. * @param meshesNames defines the list of mesh's names you want to load
  122590. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  122591. * @param sceneFilename defines the filename of the scene to load from
  122592. */
  122593. constructor(
  122594. /**
  122595. * Defines the name of the task
  122596. */
  122597. name: string,
  122598. /**
  122599. * Defines the list of mesh's names you want to load
  122600. */
  122601. meshesNames: any,
  122602. /**
  122603. * Defines the root url to use as a base to load your meshes and associated resources
  122604. */
  122605. rootUrl: string,
  122606. /**
  122607. * Defines the filename of the scene to load from
  122608. */
  122609. sceneFilename: string);
  122610. /**
  122611. * Execute the current task
  122612. * @param scene defines the scene where you want your assets to be loaded
  122613. * @param onSuccess is a callback called when the task is successfully executed
  122614. * @param onError is a callback called if an error occurs
  122615. */
  122616. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122617. }
  122618. /**
  122619. * Define a task used by AssetsManager to load text content
  122620. */
  122621. export class TextFileAssetTask extends AbstractAssetTask {
  122622. /**
  122623. * Defines the name of the task
  122624. */
  122625. name: string;
  122626. /**
  122627. * Defines the location of the file to load
  122628. */
  122629. url: string;
  122630. /**
  122631. * Gets the loaded text string
  122632. */
  122633. text: string;
  122634. /**
  122635. * Callback called when the task is successful
  122636. */
  122637. onSuccess: (task: TextFileAssetTask) => void;
  122638. /**
  122639. * Callback called when the task is successful
  122640. */
  122641. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  122642. /**
  122643. * Creates a new TextFileAssetTask object
  122644. * @param name defines the name of the task
  122645. * @param url defines the location of the file to load
  122646. */
  122647. constructor(
  122648. /**
  122649. * Defines the name of the task
  122650. */
  122651. name: string,
  122652. /**
  122653. * Defines the location of the file to load
  122654. */
  122655. url: string);
  122656. /**
  122657. * Execute the current task
  122658. * @param scene defines the scene where you want your assets to be loaded
  122659. * @param onSuccess is a callback called when the task is successfully executed
  122660. * @param onError is a callback called if an error occurs
  122661. */
  122662. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122663. }
  122664. /**
  122665. * Define a task used by AssetsManager to load binary data
  122666. */
  122667. export class BinaryFileAssetTask extends AbstractAssetTask {
  122668. /**
  122669. * Defines the name of the task
  122670. */
  122671. name: string;
  122672. /**
  122673. * Defines the location of the file to load
  122674. */
  122675. url: string;
  122676. /**
  122677. * Gets the lodaded data (as an array buffer)
  122678. */
  122679. data: ArrayBuffer;
  122680. /**
  122681. * Callback called when the task is successful
  122682. */
  122683. onSuccess: (task: BinaryFileAssetTask) => void;
  122684. /**
  122685. * Callback called when the task is successful
  122686. */
  122687. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  122688. /**
  122689. * Creates a new BinaryFileAssetTask object
  122690. * @param name defines the name of the new task
  122691. * @param url defines the location of the file to load
  122692. */
  122693. constructor(
  122694. /**
  122695. * Defines the name of the task
  122696. */
  122697. name: string,
  122698. /**
  122699. * Defines the location of the file to load
  122700. */
  122701. url: string);
  122702. /**
  122703. * Execute the current task
  122704. * @param scene defines the scene where you want your assets to be loaded
  122705. * @param onSuccess is a callback called when the task is successfully executed
  122706. * @param onError is a callback called if an error occurs
  122707. */
  122708. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122709. }
  122710. /**
  122711. * Define a task used by AssetsManager to load images
  122712. */
  122713. export class ImageAssetTask extends AbstractAssetTask {
  122714. /**
  122715. * Defines the name of the task
  122716. */
  122717. name: string;
  122718. /**
  122719. * Defines the location of the image to load
  122720. */
  122721. url: string;
  122722. /**
  122723. * Gets the loaded images
  122724. */
  122725. image: HTMLImageElement;
  122726. /**
  122727. * Callback called when the task is successful
  122728. */
  122729. onSuccess: (task: ImageAssetTask) => void;
  122730. /**
  122731. * Callback called when the task is successful
  122732. */
  122733. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  122734. /**
  122735. * Creates a new ImageAssetTask
  122736. * @param name defines the name of the task
  122737. * @param url defines the location of the image to load
  122738. */
  122739. constructor(
  122740. /**
  122741. * Defines the name of the task
  122742. */
  122743. name: string,
  122744. /**
  122745. * Defines the location of the image to load
  122746. */
  122747. url: string);
  122748. /**
  122749. * Execute the current task
  122750. * @param scene defines the scene where you want your assets to be loaded
  122751. * @param onSuccess is a callback called when the task is successfully executed
  122752. * @param onError is a callback called if an error occurs
  122753. */
  122754. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122755. }
  122756. /**
  122757. * Defines the interface used by texture loading tasks
  122758. */
  122759. export interface ITextureAssetTask<TEX extends BaseTexture> {
  122760. /**
  122761. * Gets the loaded texture
  122762. */
  122763. texture: TEX;
  122764. }
  122765. /**
  122766. * Define a task used by AssetsManager to load 2D textures
  122767. */
  122768. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  122769. /**
  122770. * Defines the name of the task
  122771. */
  122772. name: string;
  122773. /**
  122774. * Defines the location of the file to load
  122775. */
  122776. url: string;
  122777. /**
  122778. * Defines if mipmap should not be generated (default is false)
  122779. */
  122780. noMipmap?: boolean | undefined;
  122781. /**
  122782. * Defines if texture must be inverted on Y axis (default is false)
  122783. */
  122784. invertY?: boolean | undefined;
  122785. /**
  122786. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122787. */
  122788. samplingMode: number;
  122789. /**
  122790. * Gets the loaded texture
  122791. */
  122792. texture: Texture;
  122793. /**
  122794. * Callback called when the task is successful
  122795. */
  122796. onSuccess: (task: TextureAssetTask) => void;
  122797. /**
  122798. * Callback called when the task is successful
  122799. */
  122800. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  122801. /**
  122802. * Creates a new TextureAssetTask object
  122803. * @param name defines the name of the task
  122804. * @param url defines the location of the file to load
  122805. * @param noMipmap defines if mipmap should not be generated (default is false)
  122806. * @param invertY defines if texture must be inverted on Y axis (default is false)
  122807. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122808. */
  122809. constructor(
  122810. /**
  122811. * Defines the name of the task
  122812. */
  122813. name: string,
  122814. /**
  122815. * Defines the location of the file to load
  122816. */
  122817. url: string,
  122818. /**
  122819. * Defines if mipmap should not be generated (default is false)
  122820. */
  122821. noMipmap?: boolean | undefined,
  122822. /**
  122823. * Defines if texture must be inverted on Y axis (default is false)
  122824. */
  122825. invertY?: boolean | undefined,
  122826. /**
  122827. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  122828. */
  122829. samplingMode?: number);
  122830. /**
  122831. * Execute the current task
  122832. * @param scene defines the scene where you want your assets to be loaded
  122833. * @param onSuccess is a callback called when the task is successfully executed
  122834. * @param onError is a callback called if an error occurs
  122835. */
  122836. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122837. }
  122838. /**
  122839. * Define a task used by AssetsManager to load cube textures
  122840. */
  122841. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  122842. /**
  122843. * Defines the name of the task
  122844. */
  122845. name: string;
  122846. /**
  122847. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122848. */
  122849. url: string;
  122850. /**
  122851. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122852. */
  122853. extensions?: string[] | undefined;
  122854. /**
  122855. * Defines if mipmaps should not be generated (default is false)
  122856. */
  122857. noMipmap?: boolean | undefined;
  122858. /**
  122859. * Defines the explicit list of files (undefined by default)
  122860. */
  122861. files?: string[] | undefined;
  122862. /**
  122863. * Gets the loaded texture
  122864. */
  122865. texture: CubeTexture;
  122866. /**
  122867. * Callback called when the task is successful
  122868. */
  122869. onSuccess: (task: CubeTextureAssetTask) => void;
  122870. /**
  122871. * Callback called when the task is successful
  122872. */
  122873. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  122874. /**
  122875. * Creates a new CubeTextureAssetTask
  122876. * @param name defines the name of the task
  122877. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122878. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122879. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122880. * @param files defines the explicit list of files (undefined by default)
  122881. */
  122882. constructor(
  122883. /**
  122884. * Defines the name of the task
  122885. */
  122886. name: string,
  122887. /**
  122888. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  122889. */
  122890. url: string,
  122891. /**
  122892. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  122893. */
  122894. extensions?: string[] | undefined,
  122895. /**
  122896. * Defines if mipmaps should not be generated (default is false)
  122897. */
  122898. noMipmap?: boolean | undefined,
  122899. /**
  122900. * Defines the explicit list of files (undefined by default)
  122901. */
  122902. files?: string[] | undefined);
  122903. /**
  122904. * Execute the current task
  122905. * @param scene defines the scene where you want your assets to be loaded
  122906. * @param onSuccess is a callback called when the task is successfully executed
  122907. * @param onError is a callback called if an error occurs
  122908. */
  122909. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122910. }
  122911. /**
  122912. * Define a task used by AssetsManager to load HDR cube textures
  122913. */
  122914. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  122915. /**
  122916. * Defines the name of the task
  122917. */
  122918. name: string;
  122919. /**
  122920. * Defines the location of the file to load
  122921. */
  122922. url: string;
  122923. /**
  122924. * Defines the desired size (the more it increases the longer the generation will be)
  122925. */
  122926. size: number;
  122927. /**
  122928. * Defines if mipmaps should not be generated (default is false)
  122929. */
  122930. noMipmap: boolean;
  122931. /**
  122932. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122933. */
  122934. generateHarmonics: boolean;
  122935. /**
  122936. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  122937. */
  122938. gammaSpace: boolean;
  122939. /**
  122940. * Internal Use Only
  122941. */
  122942. reserved: boolean;
  122943. /**
  122944. * Gets the loaded texture
  122945. */
  122946. texture: HDRCubeTexture;
  122947. /**
  122948. * Callback called when the task is successful
  122949. */
  122950. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  122951. /**
  122952. * Callback called when the task is successful
  122953. */
  122954. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  122955. /**
  122956. * Creates a new HDRCubeTextureAssetTask object
  122957. * @param name defines the name of the task
  122958. * @param url defines the location of the file to load
  122959. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  122960. * @param noMipmap defines if mipmaps should not be generated (default is false)
  122961. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122962. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  122963. * @param reserved Internal use only
  122964. */
  122965. constructor(
  122966. /**
  122967. * Defines the name of the task
  122968. */
  122969. name: string,
  122970. /**
  122971. * Defines the location of the file to load
  122972. */
  122973. url: string,
  122974. /**
  122975. * Defines the desired size (the more it increases the longer the generation will be)
  122976. */
  122977. size: number,
  122978. /**
  122979. * Defines if mipmaps should not be generated (default is false)
  122980. */
  122981. noMipmap?: boolean,
  122982. /**
  122983. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  122984. */
  122985. generateHarmonics?: boolean,
  122986. /**
  122987. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  122988. */
  122989. gammaSpace?: boolean,
  122990. /**
  122991. * Internal Use Only
  122992. */
  122993. reserved?: boolean);
  122994. /**
  122995. * Execute the current task
  122996. * @param scene defines the scene where you want your assets to be loaded
  122997. * @param onSuccess is a callback called when the task is successfully executed
  122998. * @param onError is a callback called if an error occurs
  122999. */
  123000. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123001. }
  123002. /**
  123003. * Define a task used by AssetsManager to load Equirectangular cube textures
  123004. */
  123005. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123006. /**
  123007. * Defines the name of the task
  123008. */
  123009. name: string;
  123010. /**
  123011. * Defines the location of the file to load
  123012. */
  123013. url: string;
  123014. /**
  123015. * Defines the desired size (the more it increases the longer the generation will be)
  123016. */
  123017. size: number;
  123018. /**
  123019. * Defines if mipmaps should not be generated (default is false)
  123020. */
  123021. noMipmap: boolean;
  123022. /**
  123023. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123024. * but the standard material would require them in Gamma space) (default is true)
  123025. */
  123026. gammaSpace: boolean;
  123027. /**
  123028. * Gets the loaded texture
  123029. */
  123030. texture: EquiRectangularCubeTexture;
  123031. /**
  123032. * Callback called when the task is successful
  123033. */
  123034. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123035. /**
  123036. * Callback called when the task is successful
  123037. */
  123038. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123039. /**
  123040. * Creates a new EquiRectangularCubeTextureAssetTask object
  123041. * @param name defines the name of the task
  123042. * @param url defines the location of the file to load
  123043. * @param size defines the desired size (the more it increases the longer the generation will be)
  123044. * If the size is omitted this implies you are using a preprocessed cubemap.
  123045. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123046. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123047. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123048. * (default is true)
  123049. */
  123050. constructor(
  123051. /**
  123052. * Defines the name of the task
  123053. */
  123054. name: string,
  123055. /**
  123056. * Defines the location of the file to load
  123057. */
  123058. url: string,
  123059. /**
  123060. * Defines the desired size (the more it increases the longer the generation will be)
  123061. */
  123062. size: number,
  123063. /**
  123064. * Defines if mipmaps should not be generated (default is false)
  123065. */
  123066. noMipmap?: boolean,
  123067. /**
  123068. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123069. * but the standard material would require them in Gamma space) (default is true)
  123070. */
  123071. gammaSpace?: boolean);
  123072. /**
  123073. * Execute the current task
  123074. * @param scene defines the scene where you want your assets to be loaded
  123075. * @param onSuccess is a callback called when the task is successfully executed
  123076. * @param onError is a callback called if an error occurs
  123077. */
  123078. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123079. }
  123080. /**
  123081. * This class can be used to easily import assets into a scene
  123082. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123083. */
  123084. export class AssetsManager {
  123085. private _scene;
  123086. private _isLoading;
  123087. protected _tasks: AbstractAssetTask[];
  123088. protected _waitingTasksCount: number;
  123089. protected _totalTasksCount: number;
  123090. /**
  123091. * Callback called when all tasks are processed
  123092. */
  123093. onFinish: (tasks: AbstractAssetTask[]) => void;
  123094. /**
  123095. * Callback called when a task is successful
  123096. */
  123097. onTaskSuccess: (task: AbstractAssetTask) => void;
  123098. /**
  123099. * Callback called when a task had an error
  123100. */
  123101. onTaskError: (task: AbstractAssetTask) => void;
  123102. /**
  123103. * Callback called when a task is done (whatever the result is)
  123104. */
  123105. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123106. /**
  123107. * Observable called when all tasks are processed
  123108. */
  123109. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123110. /**
  123111. * Observable called when a task had an error
  123112. */
  123113. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123114. /**
  123115. * Observable called when all tasks were executed
  123116. */
  123117. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123118. /**
  123119. * Observable called when a task is done (whatever the result is)
  123120. */
  123121. onProgressObservable: Observable<IAssetsProgressEvent>;
  123122. /**
  123123. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123124. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123125. */
  123126. useDefaultLoadingScreen: boolean;
  123127. /**
  123128. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123129. * when all assets have been downloaded.
  123130. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123131. */
  123132. autoHideLoadingUI: boolean;
  123133. /**
  123134. * Creates a new AssetsManager
  123135. * @param scene defines the scene to work on
  123136. */
  123137. constructor(scene: Scene);
  123138. /**
  123139. * Add a MeshAssetTask to the list of active tasks
  123140. * @param taskName defines the name of the new task
  123141. * @param meshesNames defines the name of meshes to load
  123142. * @param rootUrl defines the root url to use to locate files
  123143. * @param sceneFilename defines the filename of the scene file
  123144. * @returns a new MeshAssetTask object
  123145. */
  123146. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123147. /**
  123148. * Add a TextFileAssetTask to the list of active tasks
  123149. * @param taskName defines the name of the new task
  123150. * @param url defines the url of the file to load
  123151. * @returns a new TextFileAssetTask object
  123152. */
  123153. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123154. /**
  123155. * Add a BinaryFileAssetTask to the list of active tasks
  123156. * @param taskName defines the name of the new task
  123157. * @param url defines the url of the file to load
  123158. * @returns a new BinaryFileAssetTask object
  123159. */
  123160. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123161. /**
  123162. * Add a ImageAssetTask to the list of active tasks
  123163. * @param taskName defines the name of the new task
  123164. * @param url defines the url of the file to load
  123165. * @returns a new ImageAssetTask object
  123166. */
  123167. addImageTask(taskName: string, url: string): ImageAssetTask;
  123168. /**
  123169. * Add a TextureAssetTask to the list of active tasks
  123170. * @param taskName defines the name of the new task
  123171. * @param url defines the url of the file to load
  123172. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123173. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123174. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123175. * @returns a new TextureAssetTask object
  123176. */
  123177. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123178. /**
  123179. * Add a CubeTextureAssetTask to the list of active tasks
  123180. * @param taskName defines the name of the new task
  123181. * @param url defines the url of the file to load
  123182. * @param extensions defines the extension to use to load the cube map (can be null)
  123183. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123184. * @param files defines the list of files to load (can be null)
  123185. * @returns a new CubeTextureAssetTask object
  123186. */
  123187. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123188. /**
  123189. *
  123190. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123191. * @param taskName defines the name of the new task
  123192. * @param url defines the url of the file to load
  123193. * @param size defines the size you want for the cubemap (can be null)
  123194. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123195. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123196. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  123197. * @param reserved Internal use only
  123198. * @returns a new HDRCubeTextureAssetTask object
  123199. */
  123200. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123201. /**
  123202. *
  123203. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123204. * @param taskName defines the name of the new task
  123205. * @param url defines the url of the file to load
  123206. * @param size defines the size you want for the cubemap (can be null)
  123207. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123208. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123209. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123210. * @returns a new EquiRectangularCubeTextureAssetTask object
  123211. */
  123212. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123213. /**
  123214. * Remove a task from the assets manager.
  123215. * @param task the task to remove
  123216. */
  123217. removeTask(task: AbstractAssetTask): void;
  123218. private _decreaseWaitingTasksCount;
  123219. private _runTask;
  123220. /**
  123221. * Reset the AssetsManager and remove all tasks
  123222. * @return the current instance of the AssetsManager
  123223. */
  123224. reset(): AssetsManager;
  123225. /**
  123226. * Start the loading process
  123227. * @return the current instance of the AssetsManager
  123228. */
  123229. load(): AssetsManager;
  123230. /**
  123231. * Start the loading process as an async operation
  123232. * @return a promise returning the list of failed tasks
  123233. */
  123234. loadAsync(): Promise<void>;
  123235. }
  123236. }
  123237. declare module BABYLON {
  123238. /**
  123239. * Wrapper class for promise with external resolve and reject.
  123240. */
  123241. export class Deferred<T> {
  123242. /**
  123243. * The promise associated with this deferred object.
  123244. */
  123245. readonly promise: Promise<T>;
  123246. private _resolve;
  123247. private _reject;
  123248. /**
  123249. * The resolve method of the promise associated with this deferred object.
  123250. */
  123251. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123252. /**
  123253. * The reject method of the promise associated with this deferred object.
  123254. */
  123255. readonly reject: (reason?: any) => void;
  123256. /**
  123257. * Constructor for this deferred object.
  123258. */
  123259. constructor();
  123260. }
  123261. }
  123262. declare module BABYLON {
  123263. /**
  123264. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123265. */
  123266. export class MeshExploder {
  123267. private _centerMesh;
  123268. private _meshes;
  123269. private _meshesOrigins;
  123270. private _toCenterVectors;
  123271. private _scaledDirection;
  123272. private _newPosition;
  123273. private _centerPosition;
  123274. /**
  123275. * Explodes meshes from a center mesh.
  123276. * @param meshes The meshes to explode.
  123277. * @param centerMesh The mesh to be center of explosion.
  123278. */
  123279. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123280. private _setCenterMesh;
  123281. /**
  123282. * Get class name
  123283. * @returns "MeshExploder"
  123284. */
  123285. getClassName(): string;
  123286. /**
  123287. * "Exploded meshes"
  123288. * @returns Array of meshes with the centerMesh at index 0.
  123289. */
  123290. getMeshes(): Array<Mesh>;
  123291. /**
  123292. * Explodes meshes giving a specific direction
  123293. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123294. */
  123295. explode(direction?: number): void;
  123296. }
  123297. }
  123298. declare module BABYLON {
  123299. /**
  123300. * Class used to help managing file picking and drag'n'drop
  123301. */
  123302. export class FilesInput {
  123303. /**
  123304. * List of files ready to be loaded
  123305. */
  123306. static readonly FilesToLoad: {
  123307. [key: string]: File;
  123308. };
  123309. /**
  123310. * Callback called when a file is processed
  123311. */
  123312. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123313. private _engine;
  123314. private _currentScene;
  123315. private _sceneLoadedCallback;
  123316. private _progressCallback;
  123317. private _additionalRenderLoopLogicCallback;
  123318. private _textureLoadingCallback;
  123319. private _startingProcessingFilesCallback;
  123320. private _onReloadCallback;
  123321. private _errorCallback;
  123322. private _elementToMonitor;
  123323. private _sceneFileToLoad;
  123324. private _filesToLoad;
  123325. /**
  123326. * Creates a new FilesInput
  123327. * @param engine defines the rendering engine
  123328. * @param scene defines the hosting scene
  123329. * @param sceneLoadedCallback callback called when scene is loaded
  123330. * @param progressCallback callback called to track progress
  123331. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123332. * @param textureLoadingCallback callback called when a texture is loading
  123333. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123334. * @param onReloadCallback callback called when a reload is requested
  123335. * @param errorCallback callback call if an error occurs
  123336. */
  123337. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  123338. private _dragEnterHandler;
  123339. private _dragOverHandler;
  123340. private _dropHandler;
  123341. /**
  123342. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123343. * @param elementToMonitor defines the DOM element to track
  123344. */
  123345. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123346. /**
  123347. * Release all associated resources
  123348. */
  123349. dispose(): void;
  123350. private renderFunction;
  123351. private drag;
  123352. private drop;
  123353. private _traverseFolder;
  123354. private _processFiles;
  123355. /**
  123356. * Load files from a drop event
  123357. * @param event defines the drop event to use as source
  123358. */
  123359. loadFiles(event: any): void;
  123360. private _processReload;
  123361. /**
  123362. * Reload the current scene from the loaded files
  123363. */
  123364. reload(): void;
  123365. }
  123366. }
  123367. declare module BABYLON {
  123368. /**
  123369. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123370. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123371. */
  123372. export class SceneOptimization {
  123373. /**
  123374. * Defines the priority of this optimization (0 by default which means first in the list)
  123375. */
  123376. priority: number;
  123377. /**
  123378. * Gets a string describing the action executed by the current optimization
  123379. * @returns description string
  123380. */
  123381. getDescription(): string;
  123382. /**
  123383. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123384. * @param scene defines the current scene where to apply this optimization
  123385. * @param optimizer defines the current optimizer
  123386. * @returns true if everything that can be done was applied
  123387. */
  123388. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123389. /**
  123390. * Creates the SceneOptimization object
  123391. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123392. * @param desc defines the description associated with the optimization
  123393. */
  123394. constructor(
  123395. /**
  123396. * Defines the priority of this optimization (0 by default which means first in the list)
  123397. */
  123398. priority?: number);
  123399. }
  123400. /**
  123401. * Defines an optimization used to reduce the size of render target textures
  123402. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123403. */
  123404. export class TextureOptimization extends SceneOptimization {
  123405. /**
  123406. * Defines the priority of this optimization (0 by default which means first in the list)
  123407. */
  123408. priority: number;
  123409. /**
  123410. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123411. */
  123412. maximumSize: number;
  123413. /**
  123414. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123415. */
  123416. step: number;
  123417. /**
  123418. * Gets a string describing the action executed by the current optimization
  123419. * @returns description string
  123420. */
  123421. getDescription(): string;
  123422. /**
  123423. * Creates the TextureOptimization object
  123424. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123425. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123426. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123427. */
  123428. constructor(
  123429. /**
  123430. * Defines the priority of this optimization (0 by default which means first in the list)
  123431. */
  123432. priority?: number,
  123433. /**
  123434. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  123435. */
  123436. maximumSize?: number,
  123437. /**
  123438. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123439. */
  123440. step?: number);
  123441. /**
  123442. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123443. * @param scene defines the current scene where to apply this optimization
  123444. * @param optimizer defines the current optimizer
  123445. * @returns true if everything that can be done was applied
  123446. */
  123447. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123448. }
  123449. /**
  123450. * Defines an optimization used to increase or decrease the rendering resolution
  123451. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123452. */
  123453. export class HardwareScalingOptimization extends SceneOptimization {
  123454. /**
  123455. * Defines the priority of this optimization (0 by default which means first in the list)
  123456. */
  123457. priority: number;
  123458. /**
  123459. * Defines the maximum scale to use (2 by default)
  123460. */
  123461. maximumScale: number;
  123462. /**
  123463. * Defines the step to use between two passes (0.5 by default)
  123464. */
  123465. step: number;
  123466. private _currentScale;
  123467. private _directionOffset;
  123468. /**
  123469. * Gets a string describing the action executed by the current optimization
  123470. * @return description string
  123471. */
  123472. getDescription(): string;
  123473. /**
  123474. * Creates the HardwareScalingOptimization object
  123475. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123476. * @param maximumScale defines the maximum scale to use (2 by default)
  123477. * @param step defines the step to use between two passes (0.5 by default)
  123478. */
  123479. constructor(
  123480. /**
  123481. * Defines the priority of this optimization (0 by default which means first in the list)
  123482. */
  123483. priority?: number,
  123484. /**
  123485. * Defines the maximum scale to use (2 by default)
  123486. */
  123487. maximumScale?: number,
  123488. /**
  123489. * Defines the step to use between two passes (0.5 by default)
  123490. */
  123491. step?: number);
  123492. /**
  123493. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123494. * @param scene defines the current scene where to apply this optimization
  123495. * @param optimizer defines the current optimizer
  123496. * @returns true if everything that can be done was applied
  123497. */
  123498. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123499. }
  123500. /**
  123501. * Defines an optimization used to remove shadows
  123502. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123503. */
  123504. export class ShadowsOptimization extends SceneOptimization {
  123505. /**
  123506. * Gets a string describing the action executed by the current optimization
  123507. * @return description string
  123508. */
  123509. getDescription(): string;
  123510. /**
  123511. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123512. * @param scene defines the current scene where to apply this optimization
  123513. * @param optimizer defines the current optimizer
  123514. * @returns true if everything that can be done was applied
  123515. */
  123516. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123517. }
  123518. /**
  123519. * Defines an optimization used to turn post-processes off
  123520. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123521. */
  123522. export class PostProcessesOptimization extends SceneOptimization {
  123523. /**
  123524. * Gets a string describing the action executed by the current optimization
  123525. * @return description string
  123526. */
  123527. getDescription(): string;
  123528. /**
  123529. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123530. * @param scene defines the current scene where to apply this optimization
  123531. * @param optimizer defines the current optimizer
  123532. * @returns true if everything that can be done was applied
  123533. */
  123534. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123535. }
  123536. /**
  123537. * Defines an optimization used to turn lens flares off
  123538. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123539. */
  123540. export class LensFlaresOptimization extends SceneOptimization {
  123541. /**
  123542. * Gets a string describing the action executed by the current optimization
  123543. * @return description string
  123544. */
  123545. getDescription(): string;
  123546. /**
  123547. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123548. * @param scene defines the current scene where to apply this optimization
  123549. * @param optimizer defines the current optimizer
  123550. * @returns true if everything that can be done was applied
  123551. */
  123552. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123553. }
  123554. /**
  123555. * Defines an optimization based on user defined callback.
  123556. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123557. */
  123558. export class CustomOptimization extends SceneOptimization {
  123559. /**
  123560. * Callback called to apply the custom optimization.
  123561. */
  123562. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  123563. /**
  123564. * Callback called to get custom description
  123565. */
  123566. onGetDescription: () => string;
  123567. /**
  123568. * Gets a string describing the action executed by the current optimization
  123569. * @returns description string
  123570. */
  123571. getDescription(): string;
  123572. /**
  123573. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123574. * @param scene defines the current scene where to apply this optimization
  123575. * @param optimizer defines the current optimizer
  123576. * @returns true if everything that can be done was applied
  123577. */
  123578. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123579. }
  123580. /**
  123581. * Defines an optimization used to turn particles off
  123582. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123583. */
  123584. export class ParticlesOptimization extends SceneOptimization {
  123585. /**
  123586. * Gets a string describing the action executed by the current optimization
  123587. * @return description string
  123588. */
  123589. getDescription(): string;
  123590. /**
  123591. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123592. * @param scene defines the current scene where to apply this optimization
  123593. * @param optimizer defines the current optimizer
  123594. * @returns true if everything that can be done was applied
  123595. */
  123596. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123597. }
  123598. /**
  123599. * Defines an optimization used to turn render targets off
  123600. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123601. */
  123602. export class RenderTargetsOptimization extends SceneOptimization {
  123603. /**
  123604. * Gets a string describing the action executed by the current optimization
  123605. * @return description string
  123606. */
  123607. getDescription(): string;
  123608. /**
  123609. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123610. * @param scene defines the current scene where to apply this optimization
  123611. * @param optimizer defines the current optimizer
  123612. * @returns true if everything that can be done was applied
  123613. */
  123614. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123615. }
  123616. /**
  123617. * Defines an optimization used to merge meshes with compatible materials
  123618. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123619. */
  123620. export class MergeMeshesOptimization extends SceneOptimization {
  123621. private static _UpdateSelectionTree;
  123622. /**
  123623. * Gets or sets a boolean which defines if optimization octree has to be updated
  123624. */
  123625. /**
  123626. * Gets or sets a boolean which defines if optimization octree has to be updated
  123627. */
  123628. static UpdateSelectionTree: boolean;
  123629. /**
  123630. * Gets a string describing the action executed by the current optimization
  123631. * @return description string
  123632. */
  123633. getDescription(): string;
  123634. private _canBeMerged;
  123635. /**
  123636. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123637. * @param scene defines the current scene where to apply this optimization
  123638. * @param optimizer defines the current optimizer
  123639. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  123640. * @returns true if everything that can be done was applied
  123641. */
  123642. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  123643. }
  123644. /**
  123645. * Defines a list of options used by SceneOptimizer
  123646. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123647. */
  123648. export class SceneOptimizerOptions {
  123649. /**
  123650. * Defines the target frame rate to reach (60 by default)
  123651. */
  123652. targetFrameRate: number;
  123653. /**
  123654. * Defines the interval between two checkes (2000ms by default)
  123655. */
  123656. trackerDuration: number;
  123657. /**
  123658. * Gets the list of optimizations to apply
  123659. */
  123660. optimizations: SceneOptimization[];
  123661. /**
  123662. * Creates a new list of options used by SceneOptimizer
  123663. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  123664. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  123665. */
  123666. constructor(
  123667. /**
  123668. * Defines the target frame rate to reach (60 by default)
  123669. */
  123670. targetFrameRate?: number,
  123671. /**
  123672. * Defines the interval between two checkes (2000ms by default)
  123673. */
  123674. trackerDuration?: number);
  123675. /**
  123676. * Add a new optimization
  123677. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  123678. * @returns the current SceneOptimizerOptions
  123679. */
  123680. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  123681. /**
  123682. * Add a new custom optimization
  123683. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  123684. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  123685. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123686. * @returns the current SceneOptimizerOptions
  123687. */
  123688. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  123689. /**
  123690. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  123691. * @param targetFrameRate defines the target frame rate (60 by default)
  123692. * @returns a SceneOptimizerOptions object
  123693. */
  123694. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123695. /**
  123696. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  123697. * @param targetFrameRate defines the target frame rate (60 by default)
  123698. * @returns a SceneOptimizerOptions object
  123699. */
  123700. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123701. /**
  123702. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  123703. * @param targetFrameRate defines the target frame rate (60 by default)
  123704. * @returns a SceneOptimizerOptions object
  123705. */
  123706. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  123707. }
  123708. /**
  123709. * Class used to run optimizations in order to reach a target frame rate
  123710. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123711. */
  123712. export class SceneOptimizer implements IDisposable {
  123713. private _isRunning;
  123714. private _options;
  123715. private _scene;
  123716. private _currentPriorityLevel;
  123717. private _targetFrameRate;
  123718. private _trackerDuration;
  123719. private _currentFrameRate;
  123720. private _sceneDisposeObserver;
  123721. private _improvementMode;
  123722. /**
  123723. * Defines an observable called when the optimizer reaches the target frame rate
  123724. */
  123725. onSuccessObservable: Observable<SceneOptimizer>;
  123726. /**
  123727. * Defines an observable called when the optimizer enables an optimization
  123728. */
  123729. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  123730. /**
  123731. * Defines an observable called when the optimizer is not able to reach the target frame rate
  123732. */
  123733. onFailureObservable: Observable<SceneOptimizer>;
  123734. /**
  123735. * Gets a boolean indicating if the optimizer is in improvement mode
  123736. */
  123737. readonly isInImprovementMode: boolean;
  123738. /**
  123739. * Gets the current priority level (0 at start)
  123740. */
  123741. readonly currentPriorityLevel: number;
  123742. /**
  123743. * Gets the current frame rate checked by the SceneOptimizer
  123744. */
  123745. readonly currentFrameRate: number;
  123746. /**
  123747. * Gets or sets the current target frame rate (60 by default)
  123748. */
  123749. /**
  123750. * Gets or sets the current target frame rate (60 by default)
  123751. */
  123752. targetFrameRate: number;
  123753. /**
  123754. * Gets or sets the current interval between two checks (every 2000ms by default)
  123755. */
  123756. /**
  123757. * Gets or sets the current interval between two checks (every 2000ms by default)
  123758. */
  123759. trackerDuration: number;
  123760. /**
  123761. * Gets the list of active optimizations
  123762. */
  123763. readonly optimizations: SceneOptimization[];
  123764. /**
  123765. * Creates a new SceneOptimizer
  123766. * @param scene defines the scene to work on
  123767. * @param options defines the options to use with the SceneOptimizer
  123768. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  123769. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  123770. */
  123771. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  123772. /**
  123773. * Stops the current optimizer
  123774. */
  123775. stop(): void;
  123776. /**
  123777. * Reset the optimizer to initial step (current priority level = 0)
  123778. */
  123779. reset(): void;
  123780. /**
  123781. * Start the optimizer. By default it will try to reach a specific framerate
  123782. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  123783. */
  123784. start(): void;
  123785. private _checkCurrentState;
  123786. /**
  123787. * Release all resources
  123788. */
  123789. dispose(): void;
  123790. /**
  123791. * Helper function to create a SceneOptimizer with one single line of code
  123792. * @param scene defines the scene to work on
  123793. * @param options defines the options to use with the SceneOptimizer
  123794. * @param onSuccess defines a callback to call on success
  123795. * @param onFailure defines a callback to call on failure
  123796. * @returns the new SceneOptimizer object
  123797. */
  123798. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  123799. }
  123800. }
  123801. declare module BABYLON {
  123802. /**
  123803. * Class used to serialize a scene into a string
  123804. */
  123805. export class SceneSerializer {
  123806. /**
  123807. * Clear cache used by a previous serialization
  123808. */
  123809. static ClearCache(): void;
  123810. /**
  123811. * Serialize a scene into a JSON compatible object
  123812. * @param scene defines the scene to serialize
  123813. * @returns a JSON compatible object
  123814. */
  123815. static Serialize(scene: Scene): any;
  123816. /**
  123817. * Serialize a mesh into a JSON compatible object
  123818. * @param toSerialize defines the mesh to serialize
  123819. * @param withParents defines if parents must be serialized as well
  123820. * @param withChildren defines if children must be serialized as well
  123821. * @returns a JSON compatible object
  123822. */
  123823. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  123824. }
  123825. }
  123826. declare module BABYLON {
  123827. /**
  123828. * Class used to host texture specific utilities
  123829. */
  123830. export class TextureTools {
  123831. /**
  123832. * Uses the GPU to create a copy texture rescaled at a given size
  123833. * @param texture Texture to copy from
  123834. * @param width defines the desired width
  123835. * @param height defines the desired height
  123836. * @param useBilinearMode defines if bilinear mode has to be used
  123837. * @return the generated texture
  123838. */
  123839. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  123840. }
  123841. }
  123842. declare module BABYLON {
  123843. /**
  123844. * This represents the different options available for the video capture.
  123845. */
  123846. export interface VideoRecorderOptions {
  123847. /** Defines the mime type of the video. */
  123848. mimeType: string;
  123849. /** Defines the FPS the video should be recorded at. */
  123850. fps: number;
  123851. /** Defines the chunk size for the recording data. */
  123852. recordChunckSize: number;
  123853. /** The audio tracks to attach to the recording. */
  123854. audioTracks?: MediaStreamTrack[];
  123855. }
  123856. /**
  123857. * This can help with recording videos from BabylonJS.
  123858. * This is based on the available WebRTC functionalities of the browser.
  123859. *
  123860. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  123861. */
  123862. export class VideoRecorder {
  123863. private static readonly _defaultOptions;
  123864. /**
  123865. * Returns whether or not the VideoRecorder is available in your browser.
  123866. * @param engine Defines the Babylon Engine.
  123867. * @returns true if supported otherwise false.
  123868. */
  123869. static IsSupported(engine: Engine): boolean;
  123870. private readonly _options;
  123871. private _canvas;
  123872. private _mediaRecorder;
  123873. private _recordedChunks;
  123874. private _fileName;
  123875. private _resolve;
  123876. private _reject;
  123877. /**
  123878. * True when a recording is already in progress.
  123879. */
  123880. readonly isRecording: boolean;
  123881. /**
  123882. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  123883. * @param engine Defines the BabylonJS Engine you wish to record.
  123884. * @param options Defines options that can be used to customize the capture.
  123885. */
  123886. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  123887. /**
  123888. * Stops the current recording before the default capture timeout passed in the startRecording function.
  123889. */
  123890. stopRecording(): void;
  123891. /**
  123892. * Starts recording the canvas for a max duration specified in parameters.
  123893. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  123894. * If null no automatic download will start and you can rely on the promise to get the data back.
  123895. * @param maxDuration Defines the maximum recording time in seconds.
  123896. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  123897. * @return A promise callback at the end of the recording with the video data in Blob.
  123898. */
  123899. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  123900. /**
  123901. * Releases internal resources used during the recording.
  123902. */
  123903. dispose(): void;
  123904. private _handleDataAvailable;
  123905. private _handleError;
  123906. private _handleStop;
  123907. }
  123908. }
  123909. declare module BABYLON {
  123910. /**
  123911. * Class containing a set of static utilities functions for screenshots
  123912. */
  123913. export class ScreenshotTools {
  123914. /**
  123915. * Captures a screenshot of the current rendering
  123916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123917. * @param engine defines the rendering engine
  123918. * @param camera defines the source camera
  123919. * @param size This parameter can be set to a single number or to an object with the
  123920. * following (optional) properties: precision, width, height. If a single number is passed,
  123921. * it will be used for both width and height. If an object is passed, the screenshot size
  123922. * will be derived from the parameters. The precision property is a multiplier allowing
  123923. * rendering at a higher or lower resolution
  123924. * @param successCallback defines the callback receives a single parameter which contains the
  123925. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123926. * src parameter of an <img> to display it
  123927. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  123928. * Check your browser for supported MIME types
  123929. */
  123930. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  123931. /**
  123932. * Generates an image screenshot from the specified camera.
  123933. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  123934. * @param engine The engine to use for rendering
  123935. * @param camera The camera to use for rendering
  123936. * @param size This parameter can be set to a single number or to an object with the
  123937. * following (optional) properties: precision, width, height. If a single number is passed,
  123938. * it will be used for both width and height. If an object is passed, the screenshot size
  123939. * will be derived from the parameters. The precision property is a multiplier allowing
  123940. * rendering at a higher or lower resolution
  123941. * @param successCallback The callback receives a single parameter which contains the
  123942. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  123943. * src parameter of an <img> to display it
  123944. * @param mimeType The MIME type of the screenshot image (default: image/png).
  123945. * Check your browser for supported MIME types
  123946. * @param samples Texture samples (default: 1)
  123947. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  123948. * @param fileName A name for for the downloaded file.
  123949. */
  123950. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  123951. }
  123952. }
  123953. declare module BABYLON {
  123954. /**
  123955. * A cursor which tracks a point on a path
  123956. */
  123957. export class PathCursor {
  123958. private path;
  123959. /**
  123960. * Stores path cursor callbacks for when an onchange event is triggered
  123961. */
  123962. private _onchange;
  123963. /**
  123964. * The value of the path cursor
  123965. */
  123966. value: number;
  123967. /**
  123968. * The animation array of the path cursor
  123969. */
  123970. animations: Animation[];
  123971. /**
  123972. * Initializes the path cursor
  123973. * @param path The path to track
  123974. */
  123975. constructor(path: Path2);
  123976. /**
  123977. * Gets the cursor point on the path
  123978. * @returns A point on the path cursor at the cursor location
  123979. */
  123980. getPoint(): Vector3;
  123981. /**
  123982. * Moves the cursor ahead by the step amount
  123983. * @param step The amount to move the cursor forward
  123984. * @returns This path cursor
  123985. */
  123986. moveAhead(step?: number): PathCursor;
  123987. /**
  123988. * Moves the cursor behind by the step amount
  123989. * @param step The amount to move the cursor back
  123990. * @returns This path cursor
  123991. */
  123992. moveBack(step?: number): PathCursor;
  123993. /**
  123994. * Moves the cursor by the step amount
  123995. * If the step amount is greater than one, an exception is thrown
  123996. * @param step The amount to move the cursor
  123997. * @returns This path cursor
  123998. */
  123999. move(step: number): PathCursor;
  124000. /**
  124001. * Ensures that the value is limited between zero and one
  124002. * @returns This path cursor
  124003. */
  124004. private ensureLimits;
  124005. /**
  124006. * Runs onchange callbacks on change (used by the animation engine)
  124007. * @returns This path cursor
  124008. */
  124009. private raiseOnChange;
  124010. /**
  124011. * Executes a function on change
  124012. * @param f A path cursor onchange callback
  124013. * @returns This path cursor
  124014. */
  124015. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124016. }
  124017. }
  124018. declare module BABYLON {
  124019. /** @hidden */
  124020. export var blurPixelShader: {
  124021. name: string;
  124022. shader: string;
  124023. };
  124024. }
  124025. declare module BABYLON {
  124026. /** @hidden */
  124027. export var pointCloudVertexDeclaration: {
  124028. name: string;
  124029. shader: string;
  124030. };
  124031. }
  124032. // Mixins
  124033. interface Window {
  124034. mozIndexedDB: IDBFactory;
  124035. webkitIndexedDB: IDBFactory;
  124036. msIndexedDB: IDBFactory;
  124037. webkitURL: typeof URL;
  124038. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124039. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124040. WebGLRenderingContext: WebGLRenderingContext;
  124041. MSGesture: MSGesture;
  124042. CANNON: any;
  124043. AudioContext: AudioContext;
  124044. webkitAudioContext: AudioContext;
  124045. PointerEvent: any;
  124046. Math: Math;
  124047. Uint8Array: Uint8ArrayConstructor;
  124048. Float32Array: Float32ArrayConstructor;
  124049. mozURL: typeof URL;
  124050. msURL: typeof URL;
  124051. VRFrameData: any; // WebVR, from specs 1.1
  124052. DracoDecoderModule: any;
  124053. setImmediate(handler: (...args: any[]) => void): number;
  124054. }
  124055. interface HTMLCanvasElement {
  124056. requestPointerLock(): void;
  124057. msRequestPointerLock?(): void;
  124058. mozRequestPointerLock?(): void;
  124059. webkitRequestPointerLock?(): void;
  124060. /** Track wether a record is in progress */
  124061. isRecording: boolean;
  124062. /** Capture Stream method defined by some browsers */
  124063. captureStream(fps?: number): MediaStream;
  124064. }
  124065. interface CanvasRenderingContext2D {
  124066. msImageSmoothingEnabled: boolean;
  124067. }
  124068. interface MouseEvent {
  124069. mozMovementX: number;
  124070. mozMovementY: number;
  124071. webkitMovementX: number;
  124072. webkitMovementY: number;
  124073. msMovementX: number;
  124074. msMovementY: number;
  124075. }
  124076. interface Navigator {
  124077. mozGetVRDevices: (any: any) => any;
  124078. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124079. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124080. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124081. webkitGetGamepads(): Gamepad[];
  124082. msGetGamepads(): Gamepad[];
  124083. webkitGamepads(): Gamepad[];
  124084. }
  124085. interface HTMLVideoElement {
  124086. mozSrcObject: any;
  124087. }
  124088. interface Math {
  124089. fround(x: number): number;
  124090. imul(a: number, b: number): number;
  124091. }
  124092. interface WebGLRenderingContext {
  124093. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124094. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124095. vertexAttribDivisor(index: number, divisor: number): void;
  124096. createVertexArray(): any;
  124097. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124098. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124099. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124100. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124101. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124102. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124103. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124104. // Queries
  124105. createQuery(): WebGLQuery;
  124106. deleteQuery(query: WebGLQuery): void;
  124107. beginQuery(target: number, query: WebGLQuery): void;
  124108. endQuery(target: number): void;
  124109. getQueryParameter(query: WebGLQuery, pname: number): any;
  124110. getQuery(target: number, pname: number): any;
  124111. MAX_SAMPLES: number;
  124112. RGBA8: number;
  124113. READ_FRAMEBUFFER: number;
  124114. DRAW_FRAMEBUFFER: number;
  124115. UNIFORM_BUFFER: number;
  124116. HALF_FLOAT_OES: number;
  124117. RGBA16F: number;
  124118. RGBA32F: number;
  124119. R32F: number;
  124120. RG32F: number;
  124121. RGB32F: number;
  124122. R16F: number;
  124123. RG16F: number;
  124124. RGB16F: number;
  124125. RED: number;
  124126. RG: number;
  124127. R8: number;
  124128. RG8: number;
  124129. UNSIGNED_INT_24_8: number;
  124130. DEPTH24_STENCIL8: number;
  124131. /* Multiple Render Targets */
  124132. drawBuffers(buffers: number[]): void;
  124133. readBuffer(src: number): void;
  124134. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124135. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124136. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124137. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124138. // Occlusion Query
  124139. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124140. ANY_SAMPLES_PASSED: number;
  124141. QUERY_RESULT_AVAILABLE: number;
  124142. QUERY_RESULT: number;
  124143. }
  124144. interface WebGLProgram {
  124145. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124146. }
  124147. interface EXT_disjoint_timer_query {
  124148. QUERY_COUNTER_BITS_EXT: number;
  124149. TIME_ELAPSED_EXT: number;
  124150. TIMESTAMP_EXT: number;
  124151. GPU_DISJOINT_EXT: number;
  124152. QUERY_RESULT_EXT: number;
  124153. QUERY_RESULT_AVAILABLE_EXT: number;
  124154. queryCounterEXT(query: WebGLQuery, target: number): void;
  124155. createQueryEXT(): WebGLQuery;
  124156. beginQueryEXT(target: number, query: WebGLQuery): void;
  124157. endQueryEXT(target: number): void;
  124158. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124159. deleteQueryEXT(query: WebGLQuery): void;
  124160. }
  124161. interface WebGLUniformLocation {
  124162. _currentState: any;
  124163. }
  124164. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124165. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124166. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124167. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124168. interface WebGLRenderingContext {
  124169. readonly RASTERIZER_DISCARD: number;
  124170. readonly DEPTH_COMPONENT24: number;
  124171. readonly TEXTURE_3D: number;
  124172. readonly TEXTURE_2D_ARRAY: number;
  124173. readonly TEXTURE_COMPARE_FUNC: number;
  124174. readonly TEXTURE_COMPARE_MODE: number;
  124175. readonly COMPARE_REF_TO_TEXTURE: number;
  124176. readonly TEXTURE_WRAP_R: number;
  124177. readonly HALF_FLOAT: number;
  124178. readonly RGB8: number;
  124179. readonly RED_INTEGER: number;
  124180. readonly RG_INTEGER: number;
  124181. readonly RGB_INTEGER: number;
  124182. readonly RGBA_INTEGER: number;
  124183. readonly R8_SNORM: number;
  124184. readonly RG8_SNORM: number;
  124185. readonly RGB8_SNORM: number;
  124186. readonly RGBA8_SNORM: number;
  124187. readonly R8I: number;
  124188. readonly RG8I: number;
  124189. readonly RGB8I: number;
  124190. readonly RGBA8I: number;
  124191. readonly R8UI: number;
  124192. readonly RG8UI: number;
  124193. readonly RGB8UI: number;
  124194. readonly RGBA8UI: number;
  124195. readonly R16I: number;
  124196. readonly RG16I: number;
  124197. readonly RGB16I: number;
  124198. readonly RGBA16I: number;
  124199. readonly R16UI: number;
  124200. readonly RG16UI: number;
  124201. readonly RGB16UI: number;
  124202. readonly RGBA16UI: number;
  124203. readonly R32I: number;
  124204. readonly RG32I: number;
  124205. readonly RGB32I: number;
  124206. readonly RGBA32I: number;
  124207. readonly R32UI: number;
  124208. readonly RG32UI: number;
  124209. readonly RGB32UI: number;
  124210. readonly RGBA32UI: number;
  124211. readonly RGB10_A2UI: number;
  124212. readonly R11F_G11F_B10F: number;
  124213. readonly RGB9_E5: number;
  124214. readonly RGB10_A2: number;
  124215. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124216. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124217. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124218. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124219. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124220. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124221. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  124222. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124223. readonly TRANSFORM_FEEDBACK: number;
  124224. readonly INTERLEAVED_ATTRIBS: number;
  124225. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124226. createTransformFeedback(): WebGLTransformFeedback;
  124227. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124228. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124229. beginTransformFeedback(primitiveMode: number): void;
  124230. endTransformFeedback(): void;
  124231. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124232. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124233. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124234. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124235. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124236. }
  124237. interface ImageBitmap {
  124238. readonly width: number;
  124239. readonly height: number;
  124240. close(): void;
  124241. }
  124242. interface WebGLQuery extends WebGLObject {
  124243. }
  124244. declare var WebGLQuery: {
  124245. prototype: WebGLQuery;
  124246. new(): WebGLQuery;
  124247. };
  124248. interface WebGLSampler extends WebGLObject {
  124249. }
  124250. declare var WebGLSampler: {
  124251. prototype: WebGLSampler;
  124252. new(): WebGLSampler;
  124253. };
  124254. interface WebGLSync extends WebGLObject {
  124255. }
  124256. declare var WebGLSync: {
  124257. prototype: WebGLSync;
  124258. new(): WebGLSync;
  124259. };
  124260. interface WebGLTransformFeedback extends WebGLObject {
  124261. }
  124262. declare var WebGLTransformFeedback: {
  124263. prototype: WebGLTransformFeedback;
  124264. new(): WebGLTransformFeedback;
  124265. };
  124266. interface WebGLVertexArrayObject extends WebGLObject {
  124267. }
  124268. declare var WebGLVertexArrayObject: {
  124269. prototype: WebGLVertexArrayObject;
  124270. new(): WebGLVertexArrayObject;
  124271. };
  124272. // Type definitions for WebVR API
  124273. // Project: https://w3c.github.io/webvr/
  124274. // Definitions by: six a <https://github.com/lostfictions>
  124275. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124276. interface VRDisplay extends EventTarget {
  124277. /**
  124278. * Dictionary of capabilities describing the VRDisplay.
  124279. */
  124280. readonly capabilities: VRDisplayCapabilities;
  124281. /**
  124282. * z-depth defining the far plane of the eye view frustum
  124283. * enables mapping of values in the render target depth
  124284. * attachment to scene coordinates. Initially set to 10000.0.
  124285. */
  124286. depthFar: number;
  124287. /**
  124288. * z-depth defining the near plane of the eye view frustum
  124289. * enables mapping of values in the render target depth
  124290. * attachment to scene coordinates. Initially set to 0.01.
  124291. */
  124292. depthNear: number;
  124293. /**
  124294. * An identifier for this distinct VRDisplay. Used as an
  124295. * association point in the Gamepad API.
  124296. */
  124297. readonly displayId: number;
  124298. /**
  124299. * A display name, a user-readable name identifying it.
  124300. */
  124301. readonly displayName: string;
  124302. readonly isConnected: boolean;
  124303. readonly isPresenting: boolean;
  124304. /**
  124305. * If this VRDisplay supports room-scale experiences, the optional
  124306. * stage attribute contains details on the room-scale parameters.
  124307. */
  124308. readonly stageParameters: VRStageParameters | null;
  124309. /**
  124310. * Passing the value returned by `requestAnimationFrame` to
  124311. * `cancelAnimationFrame` will unregister the callback.
  124312. * @param handle Define the hanle of the request to cancel
  124313. */
  124314. cancelAnimationFrame(handle: number): void;
  124315. /**
  124316. * Stops presenting to the VRDisplay.
  124317. * @returns a promise to know when it stopped
  124318. */
  124319. exitPresent(): Promise<void>;
  124320. /**
  124321. * Return the current VREyeParameters for the given eye.
  124322. * @param whichEye Define the eye we want the parameter for
  124323. * @returns the eye parameters
  124324. */
  124325. getEyeParameters(whichEye: string): VREyeParameters;
  124326. /**
  124327. * Populates the passed VRFrameData with the information required to render
  124328. * the current frame.
  124329. * @param frameData Define the data structure to populate
  124330. * @returns true if ok otherwise false
  124331. */
  124332. getFrameData(frameData: VRFrameData): boolean;
  124333. /**
  124334. * Get the layers currently being presented.
  124335. * @returns the list of VR layers
  124336. */
  124337. getLayers(): VRLayer[];
  124338. /**
  124339. * Return a VRPose containing the future predicted pose of the VRDisplay
  124340. * when the current frame will be presented. The value returned will not
  124341. * change until JavaScript has returned control to the browser.
  124342. *
  124343. * The VRPose will contain the position, orientation, velocity,
  124344. * and acceleration of each of these properties.
  124345. * @returns the pose object
  124346. */
  124347. getPose(): VRPose;
  124348. /**
  124349. * Return the current instantaneous pose of the VRDisplay, with no
  124350. * prediction applied.
  124351. * @returns the current instantaneous pose
  124352. */
  124353. getImmediatePose(): VRPose;
  124354. /**
  124355. * The callback passed to `requestAnimationFrame` will be called
  124356. * any time a new frame should be rendered. When the VRDisplay is
  124357. * presenting the callback will be called at the native refresh
  124358. * rate of the HMD. When not presenting this function acts
  124359. * identically to how window.requestAnimationFrame acts. Content should
  124360. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124361. * asynchronously from other displays and at differing refresh rates.
  124362. * @param callback Define the eaction to run next frame
  124363. * @returns the request handle it
  124364. */
  124365. requestAnimationFrame(callback: FrameRequestCallback): number;
  124366. /**
  124367. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124368. * Repeat calls while already presenting will update the VRLayers being displayed.
  124369. * @param layers Define the list of layer to present
  124370. * @returns a promise to know when the request has been fulfilled
  124371. */
  124372. requestPresent(layers: VRLayer[]): Promise<void>;
  124373. /**
  124374. * Reset the pose for this display, treating its current position and
  124375. * orientation as the "origin/zero" values. VRPose.position,
  124376. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124377. * updated when calling resetPose(). This should be called in only
  124378. * sitting-space experiences.
  124379. */
  124380. resetPose(): void;
  124381. /**
  124382. * The VRLayer provided to the VRDisplay will be captured and presented
  124383. * in the HMD. Calling this function has the same effect on the source
  124384. * canvas as any other operation that uses its source image, and canvases
  124385. * created without preserveDrawingBuffer set to true will be cleared.
  124386. * @param pose Define the pose to submit
  124387. */
  124388. submitFrame(pose?: VRPose): void;
  124389. }
  124390. declare var VRDisplay: {
  124391. prototype: VRDisplay;
  124392. new(): VRDisplay;
  124393. };
  124394. interface VRLayer {
  124395. leftBounds?: number[] | Float32Array | null;
  124396. rightBounds?: number[] | Float32Array | null;
  124397. source?: HTMLCanvasElement | null;
  124398. }
  124399. interface VRDisplayCapabilities {
  124400. readonly canPresent: boolean;
  124401. readonly hasExternalDisplay: boolean;
  124402. readonly hasOrientation: boolean;
  124403. readonly hasPosition: boolean;
  124404. readonly maxLayers: number;
  124405. }
  124406. interface VREyeParameters {
  124407. /** @deprecated */
  124408. readonly fieldOfView: VRFieldOfView;
  124409. readonly offset: Float32Array;
  124410. readonly renderHeight: number;
  124411. readonly renderWidth: number;
  124412. }
  124413. interface VRFieldOfView {
  124414. readonly downDegrees: number;
  124415. readonly leftDegrees: number;
  124416. readonly rightDegrees: number;
  124417. readonly upDegrees: number;
  124418. }
  124419. interface VRFrameData {
  124420. readonly leftProjectionMatrix: Float32Array;
  124421. readonly leftViewMatrix: Float32Array;
  124422. readonly pose: VRPose;
  124423. readonly rightProjectionMatrix: Float32Array;
  124424. readonly rightViewMatrix: Float32Array;
  124425. readonly timestamp: number;
  124426. }
  124427. interface VRPose {
  124428. readonly angularAcceleration: Float32Array | null;
  124429. readonly angularVelocity: Float32Array | null;
  124430. readonly linearAcceleration: Float32Array | null;
  124431. readonly linearVelocity: Float32Array | null;
  124432. readonly orientation: Float32Array | null;
  124433. readonly position: Float32Array | null;
  124434. readonly timestamp: number;
  124435. }
  124436. interface VRStageParameters {
  124437. sittingToStandingTransform?: Float32Array;
  124438. sizeX?: number;
  124439. sizeY?: number;
  124440. }
  124441. interface Navigator {
  124442. getVRDisplays(): Promise<VRDisplay[]>;
  124443. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124444. }
  124445. interface Window {
  124446. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124447. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124448. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124449. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124450. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124451. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124452. }
  124453. interface Gamepad {
  124454. readonly displayId: number;
  124455. }
  124456. type XRSessionMode =
  124457. | "inline"
  124458. | "immersive-vr"
  124459. | "immersive-ar";
  124460. type XRReferenceSpaceType =
  124461. | "viewer"
  124462. | "local"
  124463. | "local-floor"
  124464. | "bounded-floor"
  124465. | "unbounded";
  124466. type XREnvironmentBlendMode =
  124467. | "opaque"
  124468. | "additive"
  124469. | "alpha-blend";
  124470. type XRVisibilityState =
  124471. | "visible"
  124472. | "visible-blurred"
  124473. | "hidden";
  124474. type XRHandedness =
  124475. | "none"
  124476. | "left"
  124477. | "right";
  124478. type XRTargetRayMode =
  124479. | "gaze"
  124480. | "tracked-pointer"
  124481. | "screen";
  124482. type XREye =
  124483. | "none"
  124484. | "left"
  124485. | "right";
  124486. interface XRSpace extends EventTarget {
  124487. }
  124488. interface XRRenderState {
  124489. depthNear?: number;
  124490. depthFar?: number;
  124491. inlineVerticalFieldOfView?: number;
  124492. baseLayer?: XRWebGLLayer;
  124493. }
  124494. interface XRInputSource {
  124495. handedness: XRHandedness;
  124496. targetRayMode: XRTargetRayMode;
  124497. targetRaySpace: XRSpace;
  124498. gripSpace: XRSpace | undefined;
  124499. gamepad: Gamepad | undefined;
  124500. profiles: Array<string>;
  124501. }
  124502. interface XRSession {
  124503. addEventListener: Function;
  124504. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  124505. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  124506. requestAnimationFrame: Function;
  124507. end(): Promise<void>;
  124508. renderState: XRRenderState;
  124509. inputSources: Array<XRInputSource>;
  124510. }
  124511. interface XRReferenceSpace extends XRSpace {
  124512. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  124513. onreset: any;
  124514. }
  124515. interface XRFrame {
  124516. session: XRSession;
  124517. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  124518. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  124519. }
  124520. interface XRViewerPose extends XRPose {
  124521. views: Array<XRView>;
  124522. }
  124523. interface XRPose {
  124524. transform: XRRigidTransform;
  124525. emulatedPosition: boolean;
  124526. }
  124527. declare var XRWebGLLayer: {
  124528. prototype: XRWebGLLayer;
  124529. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  124530. };
  124531. interface XRWebGLLayer {
  124532. framebuffer: WebGLFramebuffer;
  124533. framebufferWidth: number;
  124534. framebufferHeight: number;
  124535. getViewport: Function;
  124536. }
  124537. interface XRRigidTransform {
  124538. position: DOMPointReadOnly;
  124539. orientation: DOMPointReadOnly;
  124540. matrix: Float32Array;
  124541. inverse: XRRigidTransform;
  124542. }
  124543. interface XRView {
  124544. eye: XREye;
  124545. projectionMatrix: Float32Array;
  124546. transform: XRRigidTransform;
  124547. }
  124548. interface XRInputSourceChangeEvent {
  124549. session: XRSession;
  124550. removed: Array<XRInputSource>;
  124551. added: Array<XRInputSource>;
  124552. }